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By G. Bruce MacKenzie Table of Contents Preface...................................................................................................................................... 7 Purpose..................................................................................................................................... 7 Scope........................................................................................................................................ 7 Setting..................................................................................................................................... 7 Rules....................................................................................................................................... 7 Magic & Science..................................................................................................................... 8 Armour Class & Damage......................................................................................................... 8 Mechanics................................................................................................................................. 8 d100 Test Tables..................................................................................................................... 8 d100 Test Table..................................................................................................................... 9 d100 to d20 Conversion Table.............................................................................................. 9 Damage.................................................................................................................................. 9 Science Fantasy Weapon Damage....................................................................................... 9 Ray Gun and Firearm Missile Ranges (In Feet).................................................................. 10 Missile Weapon Rate of Fire Rules..................................................................................... 10 Science Fantasy Equipment List........................................................................................... 10 1

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By G. Bruce MacKenzie

Table of Contents

Preface......................................................................................................................................7Purpose.....................................................................................................................................7Scope........................................................................................................................................ 7

Setting.....................................................................................................................................7Rules.......................................................................................................................................7Magic & Science.....................................................................................................................8Armour Class & Damage.........................................................................................................8

Mechanics.................................................................................................................................8d100 Test Tables.....................................................................................................................8

d100 Test Table.....................................................................................................................9d100 to d20 Conversion Table..............................................................................................9

Damage..................................................................................................................................9Science Fantasy Weapon Damage.......................................................................................9Ray Gun and Firearm Missile Ranges (In Feet)..................................................................10Missile Weapon Rate of Fire Rules.....................................................................................10

Science Fantasy Equipment List...........................................................................................10

1

Weapon Cost & Weight.......................................................................................................11Blasters and Stunners.......................................................................................................11Firearms............................................................................................................................11

Reloading Firearms........................................................................................................12Use of Firearms in a Vacuum.........................................................................................12

Bombs and Grenades.......................................................................................................12Armour Cost & Weight........................................................................................................12

AC Force Field..................................................................................................................13Ship Cost............................................................................................................................13Equipment Cost..................................................................................................................13

Beamtorch........................................................................................................................14Goggles, Darkvision.........................................................................................................14Jump Harness..................................................................................................................14Lung, Artificial...................................................................................................................14Packet, Extinguisher.........................................................................................................14Packet, Firestart...............................................................................................................14Perimeter Ward.................................................................................................................14Rocket Pack.....................................................................................................................15Stasis Chamber................................................................................................................15Tele-Radio........................................................................................................................16

Tele-Radio Test Numbers...............................................................................................16Timepiece.........................................................................................................................16

Saving Throws......................................................................................................................17d100 Character Saving Throws...........................................................................................17d100 to d20 Conversion Table............................................................................................17

Damage from No Air.........................................................................................................18Damage from Vacuum......................................................................................................18Damage from Radiation....................................................................................................18Virus.................................................................................................................................18

d100 Rocket Ship Saving Throws.........................................................................................18Classes....................................................................................................................................18

Robot Class...........................................................................................................................18Robot Class Table...............................................................................................................19Robot Special Abilities........................................................................................................19Listening.............................................................................................................................20Sense Danger.....................................................................................................................20Player Character Robot Basic Systems..............................................................................20Robot Equipment................................................................................................................21

Rocket Ships..............................................................................................................................22General Description.................................................................................................................22

Rocket Ship Armour Class....................................................................................................23d100 Test Table...................................................................................................................23

2

d100 to d20 Conversion Table............................................................................................23Encumbrance........................................................................................................................23Hit Dice and Hit Points..........................................................................................................24Escape Number....................................................................................................................24

d100 Test Table...................................................................................................................24d100 to d20 Conversion Table............................................................................................24

Weapon.................................................................................................................................24Classes of Ships...................................................................................................................25

Flying a Rocket Ship................................................................................................................25Blast Off................................................................................................................................25Landing.................................................................................................................................25Blast Off or Landing Check Roll Failure.................................................................................26Space Routes........................................................................................................................26

d100 Test Table...................................................................................................................26d100 to d20 Conversion Table............................................................................................27

Making a Jump to Hyperspace or Ultraspace........................................................................27Space Maps..........................................................................................................................27

Route Numbers...................................................................................................................27Route Numbers Chart Example........................................................................................29

Navigating to Uncharted Destinations.................................................................................29Travel Time.........................................................................................................................29

Cloaked Star Systems...........................................................................................................29Normal Space, Hyper-Space, and Ultraspace.......................................................................30

Normal Space.....................................................................................................................30Hyperspace.........................................................................................................................30Ultraspace...........................................................................................................................30Forcing a Rocket Ship out of Hyperspace or Ultraspace.....................................................31

Solar Systems............................................................................................................................31Solar Systems Chart Example.................................................................................................32

Example of Solar System Travel – Determining the RN........................................................33Asteroids, Moons & Planets.......................................................................................................33

Example of an Asteroid, Moon or Planet Key...........................................................................33Asteroids.................................................................................................................................33Moons......................................................................................................................................33Planets....................................................................................................................................34Asteroid, Moon & Planet Gravity..............................................................................................34

Space Fantasy Spells................................................................................................................34First Level Magicuser And Elf Spells........................................................................................34

Chart Star..............................................................................................................................34Spacewalk.............................................................................................................................34Stasis....................................................................................................................................35

Second Level Magicuser And Elf Spells..................................................................................35

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Hyperspace...........................................................................................................................35Sway Simpler Minds..............................................................................................................35

First Level Cleric Spells...........................................................................................................36Fortunate Travel....................................................................................................................36Ultraspace.............................................................................................................................36Protection from Radiation......................................................................................................36

Combat in N-Space....................................................................................................................36d100 Test Table...................................................................................................................37d100 to d20 Conversion Table............................................................................................37

Applying Damage to Ships....................................................................................................37Boarding Ships......................................................................................................................37Searching for Ships...............................................................................................................37Escaping Combat by Entering Hyperspace...........................................................................38

Hazards in Space.......................................................................................................................38Space Hazards........................................................................................................................38

Asteroids...............................................................................................................................39Asteroid Fields......................................................................................................................39Comet...................................................................................................................................39Meteoroids............................................................................................................................39Micro Black Hole...................................................................................................................39Radiation Storm....................................................................................................................39Rogue Moon..........................................................................................................................40Rogue Planet........................................................................................................................40Satellite.................................................................................................................................40Space Junk...........................................................................................................................40Space Mine...........................................................................................................................40

Ship Damage and Repair...........................................................................................................41Repairing Systems and Gadgets.............................................................................................41

Sabotaging Systems or Gadgets...........................................................................................41Rocket Ship Template...........................................................................................................42Rocket Ship System Damage................................................................................................42Salvaged Systems................................................................................................................43Repair of Rocket Ship Systems.............................................................................................43

Rocket Ship Systems..............................................................................................................44Air Supply..............................................................................................................................44Airlock/Hatch.........................................................................................................................44Artificial Gravity.....................................................................................................................44Auto-pilot...............................................................................................................................45Cannon.................................................................................................................................45

Cannon Bombardment Attack Numbers..............................................................................45Cargo Space.........................................................................................................................46Grapple.................................................................................................................................46

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Time to Grapple..................................................................................................................46Heating and Air Conditioning.................................................................................................46Helm......................................................................................................................................46

Consequences of Failing the Helm Check Roll:..................................................................47Hull........................................................................................................................................ 47Hyperdrive.............................................................................................................................47Landing Skids........................................................................................................................47Lighting.................................................................................................................................48Medical Locker......................................................................................................................48Navigation.............................................................................................................................48Provision Locker....................................................................................................................48Tele-Radio.............................................................................................................................48Periscope..............................................................................................................................49Rocket Motor.........................................................................................................................49Windows...............................................................................................................................49WC - Waste Disposal............................................................................................................50

Space Suits................................................................................................................................50Space Suit AC.........................................................................................................................50

Space Suit AC, Cost, & Weight...........................................................................................50Space Suit Life Support...........................................................................................................51Space Suit Damage.................................................................................................................51Helmet.....................................................................................................................................51Zero Gravity & Space Walks....................................................................................................51Magnetic Space Boots.............................................................................................................52Space Sickness.......................................................................................................................52Wearing Giant Robots.............................................................................................................52

Encounters in Space..................................................................................................................52How to Determine Space Encounters......................................................................................53Hazard, Ship, or Ship Scale Wandering Monster?...................................................................53Encounter Tables.....................................................................................................................54

Space Hazards......................................................................................................................54Rocket Ship Subtypes...........................................................................................................55Space Fantasy Wandering Monsters.....................................................................................55Ultraspace Fantasy Wandering Monsters..............................................................................56

Space Fantasy Monsters...........................................................................................................56BX-Space Treasure Types.......................................................................................................57Blobs....................................................................................................................................... 57Cadaverites.............................................................................................................................58Caliban....................................................................................................................................58Constructs, U-Space...............................................................................................................59Creepy Crawlies......................................................................................................................60Energy Leeches.......................................................................................................................60

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Giant Brains.............................................................................................................................60Gummy Men............................................................................................................................61Independents...........................................................................................................................61Little Green Men......................................................................................................................62Robots, NPC...........................................................................................................................62

NPC Robot Systems.............................................................................................................63Selenites..................................................................................................................................64Shape Shifters.........................................................................................................................64Ship Scale Space Monsters.....................................................................................................64

Ship Scale Space Monsters Specs.......................................................................................65Solarians.................................................................................................................................65Smugglers...............................................................................................................................65Space Bugs.............................................................................................................................66Space Patrol............................................................................................................................66Space Pirates..........................................................................................................................66Space Crab Spiders................................................................................................................66Space Soldiers........................................................................................................................67Terrans....................................................................................................................................67The Ancients............................................................................................................................68Web Terrors.............................................................................................................................68

Web Terrors...........................................................................................................................68Y'lech.......................................................................................................................................69

Space Treasure Items................................................................................................................69Space Treasure Subtable........................................................................................................69

Weapon Subtable..................................................................................................................70Armour Subtable...................................................................................................................70Gadget Subtable...................................................................................................................70Data Subtable.......................................................................................................................71Ancient Gadget Subtable......................................................................................................71

Explanation of Space Treasure Items......................................................................................71The Known Galaxy Map.............................................................................................................74

Known Galaxy Map Key..........................................................................................................75Glossary.....................................................................................................................................77OGL........................................................................................................................................... 78

Designation Of Product Identity...............................................................................................78Designation Of Open Game Content.......................................................................................78Designation of Public Domain Content....................................................................................78Open Game License Version 1.0a...........................................................................................78

BX-Space Rules Version – Alpha-Test, v.03

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PrefaceThese alpha-test rules are published at www.breeyark.org as the culmination of an all too brief series of BX-Space articles. As such they collate the text of those articles in what this author hopes is an enjoyable exploration of extending the scope of known rules into a Medieval Future.I would like to take this opportunity to thank Erin Smale for his many useful comments and suggestions. In keeping with an OSR spirit the text of this document is published under the auspices of the Open Game License Version 1.0a.

PurposeThe purpose of BX-Space is to set forth the basic tenets of Dungeons in Outer Space Science-Fantasy. The intent is to create additional rules which “bolt-on” to classic rules or known rules which emulate the RPG rules of the 1980s.

Stylistically the theme of BX Space is necessarily one of a Medieval Futurism. Far from realistic,in our science fantasy almost any planet in orbit of a sun may be expected to be inhabited by strange alien monsters and on most planets the characters may come and go without using a Space Suit. For the most part Space Suits are only used – in the vacuum of space!

Scope

SettingKnown rules are emulations in the play style of games of the 1980s, principally fantasy rulesets, in which Player Classes explore wilderness and dungeons; characters advance in level by accumulating Experience points (XP) retrieving treasure and fighting Monsters.

BX-Space as Science Fantasy merely enables the application of the above concept within a broadly defined science fantasy genre.

The intended scope of the setting is planetary or interstellar. Player Characters board a small Rocket Ship and journey from their home planet to asteroids, moons, and planets. Space is now“wilderness”. A “dungeon” may now be found on a rogue moon under the ruin of an alien outpost; characters advance in level by accumulating XP “retrieving treasure” and fighting Monsters. A “dungeon” may also be a derelict ship floating in the wastes of space, etc.

RulesAt this initial state of the project the rules will augment known rules emulations of rules of the 1980s and covers only the first three character levels. Existing known rules will not be replaced and will be considered to also be in force.

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Magic & ScienceMagic rules will still be in force. How “magic” works is not as important as the effect implemented. That is, we accept that the means by which the effects are produced are not as important as the resulting effect.

BX Space as Science Fantasy will implement the same magical effects through gadgets and machines. Science Fantasy gadgets and machines therefore will “work” in parallel with “magic”. The reader may want to bear in mind that this Science Fantasy is not meant to be rigorous scientifically, broadly it is “rubber science”.

Armour Class & DamageThe Armour Class of known rules will be used. These rules will not create any AC which is invulnerable to the existing attack rules. These rules will not create any form of damage, aside from blast damage, which exceeds the scope of d4 through d10 per the known rules of Variable Weapon Damage. If variable damage is not used all damage is d6.

This author anticipates at least one argument, that AC should be irrelevant for a ray gun or firearm. This argument would likely be rooted in the idea that classic rules or known rules mechanics are an accurate medieval simulation. This is a sketchy notion at best as one may counter that AC is hardly a successful simulation for missiles, even arrows. The point is that a rule need not be at all realistic to be fun. The reader may content themselves with the idea that rules of this game need only be internally consistent with the known and accepted mechanics, so go with it. In the end the resulting game will not be any less enjoyable as it is after all a gameof fantasy.

Mechanics

d100 Test TablesThe Test Tables include an Escape Number, Gravity Number, Route Number, Ship’s Armour Class, and Test Number.

A Test Number grants the Space Master a tool for quantifying almost any adversarial task; a Test number of 9 represents the least difficult task and Test Number of 2 represents the most difficult task. A Test Number of 4 requires a player whose character is 1st to 3rd level to roll 71 or better on d100 to succeed. Roll equal to or better than the Check Number to succeed.

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d100 Test Table

Character’s Level Escape Number, Gravity Number, Route Number, Ship’s Armour Class, Test Number

9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal Man 51 56 61 66 71 76 81 86 91 96 96 96 96

1st to 3rd 46 51 56 61 66 71 76 81 86 91 96 96 96

4th + Higher 36 41 46 51 56 61 66 76 81 86 91 96 96

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

DamageDamage from weapons is 1d6, (compatible with classic known rules), or if variable damage is used consult the following table.

Science Fantasy Weapon Damage

Damage Weapon Type Load

2-12 (2d6)1 Blast, Grenade N/A

3-18 (3d6)1 Blast, Bomb N/A

4-24 (4d6)1 Blast, Mine or Bombardment by Cannon

1

1-6 (1d6) Firearm 1, 5, 10, 20 or 30 Bullets

1-8 (1d8) Ray Gun, Disintegrating,“Blaster” 20 Charges

Paralysis - An attack will paralyze anyman size or smaller creature hit successfully (except elves or robots) unless the victim saves vs. Paralysis. This paralysis is the normal type (lasting 2-8 turns) unless removed by

Ray Gun, Paralysing, “Stunner” 20 Charges

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Damage Weapon Type Load

a Cure Light Wounds spell.

1-6 (1d6) Robot Buzz Saw

1-6 (1d6) Robot Claw

1-6 (1d6) Robot Drill

1-4 (1d4) Robot Electrical Discharge

1-4 (1d4), 1-6 (1d6), or 1-8 (1d8) vs. Ships, or Ship Scale Monsters,

Ship Cannon2

Note 1 – Damage may be halved with a successful Saving Throw.

Note 2 – Space Cannons cause the same damage as a Ship Class Hit Dice Type which may bed4, d6, or d8.

Ray Gun and Firearm Missile Ranges (In Feet)

Weapon Form Short (+5% [+1]) Medium (0) [0] Long (-5% [-1])

Personal 5-10 11-30 31-50

Intermediate 5-70 71-140 141-210

Extended 5-80 81-160 161-240

Missile Weapon Rate of Fire Rules

Rate of Fire grants a dice roll modifier vs. a single target based on the amount of ammo expended. The concept may be optionally extended to Bows, but not Crossbows, if the Space Master so wishes.

Ammo Expended Dice Roll Modifier

Normal, single shot 0

Burst, 5 Charges or 5 Bullets +5% [+1]

Spray, 10 Charges or 10 Bullets +10% [+2]

Arrow, single shot 0

Arrows (2) +5% [+1]

Arrows (3) +10% [+2]

Science Fantasy Equipment ListThis author cannot possibly cover all the tropes of potential gadgetry in science fiction. The primitive and the futuristic are to be found in curious juxtaposition for our Medieval Future is a curious place indeed. Torches and lanterns are to be found side by side in use with more sophisticated forms of illumination. The following articles of equipment cover essentials that no space fantasy adventure should be without and the Space Master is encouraged to develop their own gizmos!

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Weapon Cost & Weight

Item Cost in gp Weight in Coins

Bomb N/A 50

Bullet, Firearm (1) 1 1

Disintegrating Ray Gun*, “Blaster” 55 10

Firearm 45 20

Grenade, Damaging or Paralysing (1) 40 10

Magazine, Firearm 10 2

Paralysing Ray Gun*, “Stunner” 50 10

*These Weapons may be used by a Cleric

Blasters and Stunners

Blasters and Stunners are pistols. A Character may choose to fire a single shot, spray, or burst. Disintegrating Ray Guns cause damage. Paralysing Ray Guns cause Paralysis with a successful attack paralyzing any creature of ogre-size or smaller that they hit successfully (except Elves and Robots) unless the victim saves vs. Paralysis. The Paralysis is the normal type lasting 2-8 turns unless removed by a Cure Light Wounds spell.

Recharging a Blaster or Stunner requires 1 Turn per 5 Charges. The recharging station is located at the cannon in a Rocket Ship and a functioning Rocket Motor is required on a Rocket Ship. Up to six weapons in total may be recharged at a time per cannon.

Recharge time is doubled, and the number of weapons that may be recharged halved, when a Rocket Motor is Damaged. Blasters and Stunners may not be recharged when a Rocket Motor is inoperative.

Firearms

Firearms in this Space Fantasy theme are meant as primitive weapons which are fashioned on worlds incapable of creating ray guns. A harmful projectile is propelled which causes damage when it strikes a Character or Item. A Character may choose to fire a single shot, spray, or burst depending upon the description of the weapon. These weapons are of a scale portable by a single Man-sized Character. Examples:

Firearm Mechanical Description Firing Mode Descriptions1

Single Single

Repeating Single, Burst

Automatically Repeating Many:Single, Burst and Spray, or

Burst and Spray, orSpray

Note 1 – The modes of firing, Burst and Spray, may not be used to target multiple Characters.

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Reloading Firearms

No attack may be made while reloading a firearm. An empty magazine may be replaced with a pre-loaded full one in 1 round. Five bullets may be individually loaded in a magazine in 1 round. Some Firearms may permit direct loading from a clip of 5 bullets in 1 round.

Use of Firearms in a Vacuum

Firearms may be used in a vacuum but they cannot be used to damage a Rocket Ship, Space Mine, etc.

Bombs and Grenades

Bombs have a timer which may be set in Days, Turns, or Rounds. When the timer elapses the bomb detonates. Bombs cannot be thrown very far.

Grenades are a small bomb which may be thrown by hand in the same manner as a flask of oil. A Grenade must be activated, and then released, in order to detonate.

Weapon Type Short(+5% [+1]) Medium (0) Long (-5% [-1])

Bomb 1-5 6-10 11-15

Grenade' 5-10 11-30 31-50

Bombs and Grenades typically cause Blast damage; a character is entitled to a save vs. Blast. Systems are entitled to a save vs. Blast or they become inoperative.

Weapon Type Blast Radius

Grenade 3 x 3 x 3” Cube

Bomb 5 x 5 x 5” Cube

Paralysing Grenades cause Paralysis with a successful attack paralyzing any creature of ogre-size or smaller that they hit successfully (except Elves and Robots) unless the victim saves vs. Paralysis. The Paralysis is the normal type lasting 2-8 (2d4) turns unless removed by a Cure Light Wounds spell.

Bombs may not be purchased but they may be found as Treasure during the game.

Armour Cost & Weight

Item AC Cost in gp Weight in Coins

AC Force Field1 5 60 10

Space Suit 72 7 40 200

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Item AC Cost in gp Weight in Coins

Space Suit 53 5 80 400

Space Suit 33 3 120 500

Note 1 – The AC Force Field is usable by all Classes.

Note 2 – Space Suit 7 is usable by all Characters.

Note 3 – Space Suits 5 and 3 are not usable by Magic User’s and Thieves.

AC Force Field

AC Force Fields are a device created by the Ancients in such numbers they are commonly found. The exact principles which make them work have not been discovered but this does not make them any less useful. They never need to be recharged. The Armour Class Force Field creates a moderately protective barrier of force which surrounds a Character when it is worn and activated.

Ship Cost

Item Cost in gp

Player Rocket Ship 20,000

Merchant Rocket Ship 40,000

Note – Other forms of Rocket Ships are not available to Player Characters for purchase.

Equipment Cost

Item Cost in gp Weight in coins

Beamtorch 20 1

Goggles, Darkvision 65 1

Jump Harness 60 1

Lung, Artificial 300 20

Packet, Extinguisher 10 1

Packet, Firestart 10 1

Perimeter Ward (1) 20 1

Rocket Pack 60 100

Rocket Pack Fuel 30 30

Stasis Chamber 500 250

Tele-Radio, Personal 60 1

Tele-Radio, Station 500 100

Timepiece 30 1

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Beamtorch

A Beamtorch is a handheld device which projects a narrow beam of light 5’ wide capable of illuminating up to 50’ distant. A Beamtorch may also be set to illuminate a 30’ area in the same fashion as a lantern. The light of a Beamtorch does not adversely affect monsters in the same way as natural light or magical light. It does however interfere with abilities which grant a capability to see in complete darkness in the same manner as other light.

Goggles, Darkvision

Darkvision Goggles permit a character to see in the dark up to 60’ but adjacent lights limit their effectiveness to the area of illumination.

Jump Harness

A Jump Harness contains Trillium and it enables a character to defy gravity and jump vertically or leap gaps up to their full movement and is limited by the character’s encumbrance. It does not otherwise affect normal movement and running. Falling damage is reduced to 1d4 per 10’ while the Jump Harness is worn.

Lung, Artificial

Artificial Lungs allow a character to breathe underwater or in atmospheres (not the vacuum of space) where it would be otherwise impossible to breathe.

Packet, Extinguisher

A small packet, which when broken in half and tossed into an adjacent square extinguishes firesin a 10’ by 10’ area in the next round.

Packet, Firestart

A small packet, which when broken in half and tossed into an adjacent square starts fires in a 10’ by 10’ area, providing there is combustible material present to burn, in the next round.

Perimeter Ward

Perimeter Wards are designed to resemble small stones and are approximately 1.5” in diameter and 1 inch thick with a simple on/off switch. At least two are required and when activated they link together to create an area of detection between them best described as an undetectable fence, 5’ thick, 10’ in length, and 10’ high, which when crossed from any direction then sounds an audible alarm harsh enough to wake a sleeper. The perimeter wards at the point where the barrier is crossed flash repeatedly. Note that the perimeter ward alarm does not sound if the barrier is circumvented by climbing over its area of detection. A perimeter ward does not therefore detect flying creatures which circumvent its area of detection.

A Thief may use their ability to move silently and penetrate a perimeter ward without setting it offand may even create a hole in the barrier by first successfully approaching a perimeter ward and then finding and removing traps to deactivate it.

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Rocket Pack

A Rocket Pack allows a Medium or Small Character to fly permitting movement in any direction and at any speed up to 120’ per round. It will also allow the person to stop at any point (as a levitate spell). The flight time of a rocket pack is variable and depends upon encumbrance. When the rocket pack runs out of fuel a Character will fall, unless of course they are in zero gravity.

Rocket Pack Movement

Character Encumbrance: (per round) Movement Flight Time

400 coins or less OR unarmored 120’/round 6 Turns

401-600 coins OR leather armored 90’/round 4 Turns

601—800 coins OR metal armored 60’/round 2 Turns

801—1600 coins OR metal armored and carrying treasure

30’/round 1 Turn

A rocket pack may be attacked from a character’s rear facing. A rocket pack that is attacked is damaged and will be rendered inoperative if it fails a System Saving Throw. The movement and flight time of damaged rocket packs are reduced by ½. Operating a damaged rocket pack risks an explosion; a successful System Saving Throw is required or it explodes causing blast damage equivalent to that of a bomb. Inoperative rocket packs simply do not work.

It takes 1 Turn to refuel a rocket pack and this cannot be done in-flight.

Stasis Chamber

A Stasis Chamber may incorruptibly preserve the body of a Small or Medium character indefinitely. Within the Stasis Chamber a character cannot move or take actions and the mind ofthe character typically enters a deep dreamless sleep 95% of the time. Stasis temporarily halts the progress of poisons or other death effects which resume immediately when the character emerges from the Stasis Chamber. Stasis Chambers often, but not always, have their own independent power source and the capability to enable a character to remain in stasis for hundreds of years providing the power supply lasts. If a Stasis Chamber is damaged a system Saving Throw is required to automatically wake the one within or they will fail to wake and die.

Before the development of Hyperdrive stasis was used to enable characters to make journeys the span of many lifetimes to other solar systems. Characters would remain in stasis for hundreds of years providing the rocket motors of their ships remained in operation long enough to supply the necessary power. Many failed to make the long journeys and now drift through space as graveyards.

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Tele-Radio

Tele-Radios permit communication between two Tele-Radio. The ability to communicate successfully is affected by the type of the Tele-Radio and distance. There are several forms of the Tele-Radio, Personal, Robot, Rocket Ship, Space Helmet, and Station.

• A personal Tele-Radio is a hand held device.

• A Robot Tele-Radio is a robot system.

• A Tele-Radio on a Rocket Ship is a system.

• A Tele-Radio in a Space Suit is part of the helmet.

• A Tele-Radio Station is a permanent installation which permits communication. If they are located underground they must have a direct connection via a cable to a surface antenna or they cannot be used for communication.

The following table gives the Test Numbers used for communication check rolls. If a check roll fails no communication is possible. Note that some forms of a Tele-Radio may not be used to communicate between all locations.

Tele-Radio Test Numbers

Tele-RadioType

Surface toDungeon, orDungeon to

Surface

Within aDungeon

Surface toSurface

Surface toSpace

To Asteroid,Moon, or

Planet in thesame Solar

System

To OtherSolar System

Personal N/A 4 9 7 N/A N/A

Robot N/A 4 9 8 N/A N/A

Rocket Ship N/A N/A 9 9 Use the RN Use the RN

Space Helmet N/A 4 9 7 N/A N/A

Station 4 N/A 9 9 Use the RN Use the RN

Note – N/A, Not Applicable, the Tele-Radio cannot be used for communication.

Timepiece

A Timepiece is an instrument for measuring time. This device may show minutes, hours, days and years, and occasionally astronomical or calendar data.

Timepieces purchased locally are typically specific to a particular planet, solar system or the known galaxy whereas those purchased initially by space traveling player characters will be generic in nature. The player may set the timepiece to a universal time standard or adjust it to local time.

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Saving ThrowsSaving Throw tables will be broadened for the genre. A Saving Throw represents the chance that a special attack may be avoided or will have less than the normal effect. This chance is given as a Check Number on the d100 Saving Throw charts. Roll equal to or greater than the number to succeed.

d100 Character Saving Throws

Class Space SuitPuncture,

Zero-G

System orGadget

Vacuum ofSpace1

Radiation Virus

Salvage a ShipSystem in ½ the

Time

Blast, Mines orCannon

Repair a ShipSystem in ½ the

Time

Voltage No Air

Normal Man 66 71 76 81 81

Clerics 51 56 66 76 81

Dwarves 46 51 56 61 66

Elves 56 61 61 71 71

Fighter 56 61 66 71 76

Halflings 46 51 56 61 66

Magic Users 61 66 61 76 71

Robot 46 51 56 61 66

Thieves 61 66 61 76 71

Note 1. Vacuum of Space does not affect Robots.

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

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Damage from No Air

A character without air, assuming they need air to breathe, suffers 1d6 damage per Turn, or at the Space Master’s discretion the unit of time may be decreased to Rounds.

Damage from Vacuum

A vacuum causes 1d6 Damage per round.

Damage from Radiation

Radiation causes 1d6 Damage per Turn.

Virus

Biological – Characters may be damaged by a virus. A virus may be spread by air or by contact. The amount of damage a virus causes and its duration are at the Space Master’s discretion.

Software - Computers, Robots, and Systems may be rendered damaged or inoperative by a virus. Virus are spread by Data Link connections.

d100 Rocket Ship Saving ThrowsShip Class System Saving Throw

Merchant 51

Pirate 61

Player 56

Scout 51

Warship 46

ClassesAdditional Classes may be created which present the opportunity to role play science fantasy tropes.

Robot ClassThe Robots of BX Science Fantasy are intended as somewhat primitive man-like mechanical men of mid-century science fiction rather than sophisticated androids or simplistic droids. They cannot pass for human and when observed are obviously a Robot.

Unlike NPC Robots a Player Character Robot is autonomous, that is their behaviour is self determined so the player may direct their Robot as they wish. A Robot will therefore have an

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Alignment just like any other player character class. A Player Character Robot does not accept commands although it may feign to do so.

A Robot does not have built in weapons but may cause damage by pinchingwith its claw like appendages. Robots have difficulty performing delicatetasks or those that require human-like manipulation; they cannot for exampletie a knot, grasp and climb a rope, or insert and turn a key, but they can holda rope, press a button, open a door, or flip a switch.

Robots may not use the Magic Items or Armour meant for other CharacterClasses but they may use a shield.

• Robots are AC5 by default.

• Robots are limited in Dexterity, which may be no greater than a scoreof 9.

• Robots are immune to poisons and paralysis, including the touch ofGhouls.

• Robots are immune to the effects of vacuum.

• Robots may only advance to the 4th Level of Experience.

• Robots may use the weapons of Fighters.

• Robots always attack last in a Round.

• Robots Base Move is 90’ (30’).

• Robots cannot climb, jump, or swim.

• A Robot’s weight in coins is 3000.

Robot Class Table

Level Title Exp Points Hit Dice Spells

1 Robot Model A1 0 1d6 None

2 Robot Model A1U2 2000 2d6 None

3 Robot Model A1U3 4000 3d6 None

Robot Special Abilities

Level Sense Danger1

1 42

2 39

3 36

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Note 1 - Roll Equal to or greater than the Check Number.

Listening

Robots Listen per classic and known rules, or on a roll a 1, d6.

Sense Danger

Range: 120’

Duration: instant

If successful his special ability can be used to detect dangerous monsters or objects within 120’ causing the creatures or objects to appear to glow to the Robot, even if they are invisible. No one else may see this, not even another Robot. The exact nature of a danger is never revealed to the Robot only that danger is present

Player Character Robot Basic Systems

The following is a list of Player Character Robot Systems. Unlike an NPC robot these are not typically damaged or rendered inoperative unless the Space Master wishes to implement this asan optional rule. If this rule is in play when a Robot is hit roll d8 to determine the system affected

d8 System Optional Damage1 Inoperative1

1 Claws -5% [-1] Dice Roll Modifier Without its claws a Robot cannot manipulate objects

2 Danger Sensor -5% Dice Roll Modifier Without its sensor a Robot cannot detect Danger,

3 Data Link -5% [-1] Dice Roll Modifier Data cannot be uploaded ordownloaded.

4 Language (1) Without a language system a Robot cannot communicate. It cannot speak or understand what is said.

5 Motivator The Robot is confused. -5%[-1] Dice Roll Modifier

The Motivator gives the NPC Robot purpose, without its motivator an NPC Robot cannot take any action. The Motivator will have an alignment consistent with the NPC Robot's purpose.

6 Motor Move Maximum 60‘ (20’) The Robot cannot move.

7 Radio -5% [-1] Dice Roll Modifier The Robot cannot communicate via Radio

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d8 System Optional Damage1 Inoperative1

8 Repair Gadgets or Systems -5% [-1] Dice Roll Modifier Unable to Repair a specific Gadget or Rocket Ship System

Note 1 - Optional Damage for a Player Character Robot. Other character classes do not lose any functional ability with damage. They can be at 1 HP and fight just as well. In keeping with this a Space Master should probably not reduce a Robot Player Character’s ability to act unless they want to make it much more difficult to play the Robot Character.

Note – A number in brackets, e.g. (1), when used in tables means one item.

Robot Equipment

A Robot Character may purchase additional systems from the following Robot equipment list; the cost of repair of a damaged system is ½ the usual amount. This equipment table gives Player Robots something to spend their treasure on. It also allows players to buy spare or replacement parts for NPC Robots. Of course when using the system damage rules for Player Robots these characters will need to buy spare and replacement parts from this table:

System Cost in gp Notes

Armour Class Per the normal equipment list. Upgrades or downgrades in AC.

Buzz Saw (1) 40 Causes Damage, cuts through metal,stone, and wood

Claws, Regular (1 pair) 20 Does not permit all human-like manipulation, can hold a rope, press a button, open a door, or flip a switch

Claws, Small (1 pair) 60 Permits tasks that require human-likemanipulations, such as inserting and turning a key, or tying a knot.

Danger Sensor 60 Without its sensor a Robot cannot detect Danger,

Data Link 60 Connect to a Computer, Robot, or Ship system to communicate and exchange one unit of information in a Turn. A unit of information may be; a map, a security code, etc.

Drill (1) 20 Causes Damage, drills through metal, stone, and wood

Electrical Discharge 30 Causes Damage

Feet, Magnetic 40 Grips Rocket Ship decks and hull in zero gravity.

Injurious Disintegrating Ray 60 Causes Damage

Language, each additional (1) 20

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System Cost in gp Notes

Motivator 40 The Motivator gives the NPC Robot purpose, without its motivator an NPC Robot cannot take any action. The Motivator will have an alignment consistent with the NPC Robot's purpose. A Player Robot Motivator cannot be rendered inoperative.

Motor 20 A Motor permits a Robot to move.

Paralysing Ray 40 An attack will paralyze any man size or smaller creature hit successfully (except elves or robots) unless the victim saves vs. Paralysis. This paralysis is the normal type (lasting 2-8 turns) unless removed by a Cure Light Wounds spell.

Tele-Radio (1) 30 Permits the Robot to communicate via a radio with ship Tele-Radio or space suits

Repair Gadgets or Systems 30 Without this system a Robot is unable to repair gadgets or systems.

Rocket Pack (for flying) (1) 60 Per the Rocket Pack with the same limitations on usage.

Rocket ShipsThe Rocket Ship is used to fly through air and space. It is a rather fanciful vehicle.

General DescriptionThe Player Rocket Ship is designed to accommodate 6Characters. It's accommodations are necessarily spartan toconserve weight and the only full chair is provided for theHelmsman, and it is bolted to the deck. Metal foldingseats/bunks are attached to the walls of the cabin and allother crew and passengers must lay in them during blast-offand landing.

A Rocket Ship is teardrop in shape, has fins for atmosphericstability, and skids for landing. It has a single hatch in itsside. At its front are windows which are protected byretractable shields when entering the atmosphere of aplanet or during encounters with Hazards. There are smaller

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portholes which are similarly protected at the sides of the hull. The ship has a single helm station, and a periscope with telescopic features is used to view the vessels surroundings when the windows are closed for protection. A single cannon is often located in the ships nose, although sometimes a turret is used to provide a 360 degree field of fire. The ship has a Tele-Radio for visual and verbal communication. The Rocket Ship's single power plant is a Rocket Motor used both for thrust, maneuvering, and powering all of the various ships systems. The Rocket Ship is capable of leaving a planet and traveling through space to other planets due to the inclusion of Trillium in its structure, thus countering what would otherwise be the great burden of its own weight, cargo, and passengers. Trillium is an extremely rare mineral which counters the effect of gravity.

Large Rocket Ships capable of blast-off and landing are rarely built due to the limited availabilityof Trillium.

Rocket Ship Armour ClassA ships AC is rated from 9 to 2. Armour Class is granted by a ship's Class but it may be improved.

d100 Test Table

Character’s Level Ship’s Armour Class

9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal Man 51 56 61 66 71 76 81 86 91 96 96 96 96

1st to 3rd 46 51 56 61 66 71 76 81 86 91 96 96 96

4th + Higher 36 41 46 51 56 61 66 76 81 86 91 96 96

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

EncumbranceA ship will have an encumbrance based on its Class, this grants it carrying capacity.

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Hit Dice and Hit PointsShips use d4, d6, or d8 for Hit Points depending on their Class. Note that d6 may be used whenvariable dice are not used.

Escape NumberA Class of ship will have an Escape Number rated like EN from 9 to 2. This number represents how difficult it is to escape a ship when it is in pursuit. Ships are operated by Characters, therefore escape attempts are made by Characters vs. The Escape Number using the regular attack matrices. Success means conflict is avoided or ended.

• Note that Hazards are also rated in terms of an Escape Number to avoid them.

d100 Test Table

Character’s Level Escape Number

9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal Man 51 56 61 66 71 76 81 86 91 96 96 96 96

1st to 3rd 46 51 56 61 66 71 76 81 86 91 96 96 96

4th + Higher 36 41 46 51 56 61 66 76 81 86 91 96 96

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

WeaponA ship will have a weapon limit indicating the number of cannon which they may bear. Space Cannons are the only available weapons and cause the same damage as the Ship Class Hit Dice Type; which may be d4, d6, or d8. Weapons are operated by Characters, therefore attacks are made by Characters vs. AC. Attacks by man-to-man scale weapons cannot cause damage to ships. Only cannon or grapple attacks cause damage.

• Note – ships may also be damaged by space mines, space monsters, meteoroids, etc.

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Classes of ShipsShip Class AC EN Enc Enc

Cargo Space1

Number of HitDice2

Cannon

Merchant 7 9 3-12 Crew, 3-36 Passengers

19,200 coins 3 3

Pirate 5 5 12-24 Crew 19,200 Coins 5 3

Player 7 7 1-6 Crew 4800 coins 3 1

Scout 9 3 1-2 Crew 400 coins 1 1

Warship 3 5 12-24 Crew 9600 coins 7 7

Ship Scale Space Monster

Any Variable Variable Not applicable Variable Variable

Note 1 - 10 coins = 1 pound

Note 2 – d6 may may be used when variable dice are not used.

Flying a Rocket ShipAny intelligent Character may fly a Rocket Ship. Flying on a planet takes Turns to reach a destination. Flying in space takes Hours or Days.

Blast OffMake a Check Roll vs. the Gravity Number of an Asteroid, Moon, or Planet to Blast Off. The shipairlock, cargo hatch, and window shutters must be closed or a ship cannot blast off. Compare the Gravity Number vs. a Character's Level to determine the check number to meet or beat.

Characters not using the ships bunks or helm seat must make a Saving Throw vs. Blast to avoidbeing injured for 1d6 hit points.

Characters standing outside a Rocket Ship (within a radius of 3”) when it blasts off must make aSaving Throw vs. Blast to avoid being injured for 4-24 (4d6) hit points.

LandingMake a Check Roll vs. the Gravity Number of an Asteroid, Moon, or Planet to Land. Landing follows essentially the same procedure as a Blast off. The ship airlock, cargo hatch, and windowshutters must be closed or the ship cannot land. Compare the Gravity Number vs. a Character'sLevel to determine the check number to meet or beat.

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Characters not using the ships bunks or helm seat must make a Saving Throw vs. Blast to avoidbeing injured for 1d6 hit points.

Blast Off or Landing Check Roll FailureFailure of the Check Roll means that the landing or take-off does not go as planned and a Rocket Ship System is damaged, and may even become inoperative without a successful System Saving Throw. In other words, something unexpected happens, but not a crash! A Blast Off or Landing is always successful.

Type Gravity Numbers

Asteroid 9

Asteroid Field 6

Comet 7

Micro Black Hole 2

Moon 6 through 5

Planet 4 through 3

Rocket Ship 9

Space Junk 9

Space RoutesRoutes between locations in space are marked with a Route Number from 9 to 2.

d100 Test Table

Character’s Level Route Number

9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal Man 51 56 61 66 71 76 81 86 91 96 96 96 96

1st to 3rd 46 51 56 61 66 71 76 81 86 91 96 96 96

4th + Higher 36 41 46 51 56 61 66 76 81 86 91 96 96

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

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d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

A Player's Character may fly a ship to a destination without incident by successfully rolling their Check Number or better. The Player may fly slow, normal, or fast along the route.

● Slow, add +5% [+1] to the Dice Roll and 1 hour/day to the journey

● Fast subtract -5% [-1] from the Dice Roll and 1 hour/day from the journey

Making a Jump to Hyperspace or UltraspaceA Navigation System jump calculation takes 1 round per point of the Route Number. It takes twice as long if the system is damaged, and it cannot make the calculation if it is inoperative.

If the Navigation System is inoperative, or the Route Number is not known, a jump to Hyperspace or Ultraspace may still be made but the RN and time of travel are assigned by the Space Master. The time to calculate the unknown RN is 1d4+1 Rounds. The Space Master is not required to reveal the resulting length of an unknown journey and it may be determined randomly, 1d12 Days in Hyperspace or 1d12 Hours in Ultraspace.

Note - The Navigation System Calculation can be a focus of drama for the game play. Player character's can circumvent the Navigation System (involving greater risk) using the above method if they are trying to escape pursuit for example and they don't think they can endure 9 rounds of combat with another ship.

Compare the Route Number vs. a Character's Level to determine the check number to meet or beat. Failure of the check roll indicates that the ship fails to jump into one of the alternate dimensions and remains in Normal Space.

Note - This can also be a moment of drama in a game if characters are being pursued orin pursuit of another Rocket Ship. The Navigation System must recalculate the journey which takes time.

Space Maps

Route Numbers

Route Type Route Numbers Notes

Normal 9, 7, 5

Difficult 4, 3, 2, 1

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Route Type Route Numbers Notes

Hazardous, Uncharted 2, 1, 0, -1, -2, -3

Special 0 When the RN is known but the Navigation System is not functioning

In the following illustration keys a through e represent destinations, such as locations on a planet, the planets of a solar system, or it might even represent solar systems if the concept of Hyperspace is used to travel between stars. The numbers shown are the Route Numbers between the various locations.

b c d

e

a

9

9

9

4

2

7

1

9

Keys a through e represent destinations. Numbers represent Route Numbers

Note 1 - Asteroids, Moons, and Planets will also have a Gravity Number, not indicated here.

Note 2 - Suns would not be listed in a Solar System as they are not a destination.

An alternative way to record the Route Numbers is not necessarily to attempt to map the routes using the above diagram but instead to use a simple matrix to plot it out. The matrix will show the route numbers between the various destinations and may be easily keyed. The following example is a chart of Route Numbers:

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Route Numbers Chart Example

From To Destination

Key Type Name a b c d e

a - RN4 RN2 RN7 U

b RN4 - RN9 U RN9

c RN2 RN9 - RN9 RN9

d RN7 U RN9 - RN1

e U RN9 RN9 RN1 -

U - Uncharted Route Number.

Note – this kind of chart may also be used to create route number maps between destinations on a planet, between the planets and moons of a solar system, or between solar systems of the known galaxy.

Note that the Route Numbers, while known to the Space Master, are always unknown to player characters unless they have obtained the data, or discover it for themselves.

Navigating to Uncharted Destinations

A ship may be flown to an unconnected location, and the route is assigned a Route Number, 2, 1, 0, -1, -2, or -3. Once successfully navigated assign a Route Number from 9 through 1.

Travel Time

The Route Number indicates:

• The number of hours a trip takes for a Rocket Motor in a Solar System, or

• The number of days a trip takes if traveling between stars in Hyperspace, or

• The number of hours (experienced subjectively as days) a trip takes if traveling between stars in Ultraspace.

No Trip may take less than 1 unit of any of the above time scales. A Route Number of 0 or -1 for example still takes 1 Hour or 1 Day for the trip.

Cloaked Star SystemsWhen a Star System has been cloaked by the Ancients its gravity is a hazard to navigation suchthat ships which attempt to approach the hidden star system are wrecked or destroyed by asteroids, it is a graveyard.

Player Characters cannot chart a course, that is determine the Route Number, to a cloaked star system thus making it initially impossible to travel there using a Hyperdrive without specific Unitsof Navigational Data. Units of Data may be discovered during adventures which give in part or whole the Route Number.

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Normal Space, Hyper-Space, and Ultraspace

Normal Space

Normal Space, or N-Space, is the familiar universe inhabited by the Player Characters. Rocket Ships travel between the worlds of a Solar System in N-Space in a matter of hours. However it is impractical to travel between Stars using a Rocket Motor because it cannot exceed the speedof light. Using only a Rocket Motor, sleep ships, or generational ships, would be necessary to cross the vast distances of space because such a journey would take many lifetimes.

Hyperspace

Hyperspace, or H-Space, is a special dimension which is contiguous with N-Space yet permits the vast distances between stars to be crossed at speeds faster than light. A Hyperdrive therefore permits a Rocket Ship in N-Space to enter Hyperspace and cross vast distances in a short time frame before emerging again in N-Space.

Hyperspace is completely dark and it is not without its dangers. Communication is impossible within Hyperspace itself and between Hyperspace and Normal space.

Hyperspace is influenced by the gravity of objects in normal space. A Rocket Ship traveling in hyperspace will drop into Normal Space if it encounters the gravity of a navigational Hazard such as Asteroids, Black Holes, Moons, Planets, Rocket Ships, or Stars. Objects in Normal Space are always moving so no route is perpetually free of dangers.

Characters may not exit their ship for a spacewalk while a Rocket Ship is within Hyperspace or they are lost and removed from play. Combat between ships may not take place in Hyperspace.

A Hyperdrive may not be used while a Rocket Ship is landed on an Asteroid, Moon, or Planet, orwhile a ship is docked in space, it will not activate.

Note - A Magic User may open a portal to Hyperspace allowing a Rocket Ship to enter and traverse it using a Rocket Motor. Refer to the topic Space Fantasy Spells.

Ultraspace

Ultraspace is a special dimension which is contiguous with N-Space. Like Hyperspace it permitsthe vast distances between stars to be crossed at speeds faster than light. A Hyperdrive therefore permits a Rocket Ship in N-Space to enter Ultraspace and cross vast distances in an extremely short time frame (hours rather than days) before emerging again in N-Space. However, each hour of travel time is subjectively experienced as a day by the Characters traveling in Ultraspace.

Ultraspace is not without great perils, it is a region incomprehensible to the minds of N-Space creatures, and terrifying monsters of madness exist there which will attack a crew. Fortunately these monsters cannot long endure N-Space, which is one sure way to be free of them.

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It is a whispered tale in space ports that some ships have arrived at their destinations with their crews either entirely dead, in the grips of madness, or entirely missing. Such vessels always seem to retain the taint of their previous journey and are considered hoodoo ships by spacemen and best avoided.

Visually, Ultraspace resembles the inside of a lava-lamp prompting crews to close every windowshutter. Communication is impossible within Ultraspace itself and between Ultraspace, and Hyperspace or Normal space. Combat between ships may not take place in Ultraspace.

Ultraspace is influenced by the gravity of objects in normal space. A Rocket Ship traveling in Ultraspace will drop into Normal Space if it encounters the gravity of a navigational Hazard suchas Asteroids, Black Holes, Moons, Planets, Rocket Ships, or Stars. Objects in Normal Space are always moving so no route is perpetually free of dangers.

Characters may not exit their ship for a spacewalk while a Rocket Ship is within Ultraspace or they are lost and removed from play.

Note - A Cleric may open a portal to Ultraspace allowing a Rocket Ship to enter and traverse it using a Rocket Motor. Refer to the topic Space Fantasy Spells.

Forcing a Rocket Ship out of Hyperspace or Ultraspace

Characters may use the Helm to leave Hyperspace or Normalspace early before a trip is completed. Re-entering Normalspace without completing a Hyperspace or Ultraspace trip ends the travel prematurely. The Space Master must then determine the position of the ship and if theship encounters a Hazard, a roll of 1 using d12.

Solar SystemsPlanets are the destinations of space maps, and typically each solar system will have one or more suns and planets. In the following illustration keys a through c represent destinations, the planets of a solar system. The numbers shown are the Route Numbers between the various locations. The Route Number indicates the number of hours a trip takes for a Rocket Motor in a Solar System.

Note that players will undoubtedly ask if they can use Hyperspace or Ultraspace to travelbetween planets, no.

An alternative way to record the Route Numbers of a solar system is not necessarily to attempt to map the routes using the above diagram but instead to use a simple matrix to plot it out. The

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Matrix will show the route numbers between the various destinations and may be easily keyed. The following example is the Solar System Zodemus:

Solar Systems Chart ExampleFrom To Destination

Key Type Name 1 2 3 3a 4 5 5a 5b 6 7 8 9 10

1 Star Sun - - - - - - - - - - - - -

2 Planet Incinerus - - RN5 RN5 RN7 - RN5 RN5 RN3 RN7 - RN4 RN3

3 Planet Odmiria - RN5 - RN9 RN8 - RN7 RN7 RN3 RN8 - RN4 RN3

3a Moon Vola - RN5 RN9 - RN8 - RN7 RN7 RN3 RN7 - RN4 RN3

4* Planet Zodemus - RN7 RN8 RN8 - - RN7 RN7 RN3 RN7 - RN4 RN3

5 Planet, GasGiant,

Unbearable

Cthonica - - - - - - - - - - - -

5a Moon Pula - RN5 RN7 RN7 RN7 - - RN9 RN3 RN7 - RN3 RN3

5b Moon Todu - RN5 RN7 RN7 RN7 - RN9 - RN3 RN7 - RN3 RN3

6 Asteroids - RN3 RN3 RN3 RN3 - RN3 RN3 - RN3 - RN3 RN3

7 Planet Mederon - RN7 RN8 RN7 RN7 - RN7 RN7 RN3 - - RN4 RN3

8 Planet, GasGiant,

Unbearable

Upislon - - - - - - - - - - - - -

9 Dwarf Planet Fiklis - RN4 RN4 RN4 RN4 - RN3 RN3 RN3 RN4 - - RN3

10 Asteroids - RN3 RN3 RN3 RN3 - RN3 RN3 RN3 RN3 - RN3 -

* Main planet of the star system.

Note – This kind of chart may also be used to create Route Number Maps between Solar Systems of the Known Galaxy or even between the destinations of a planet.

From this example it becomes immediately obvious that it is best not to have too many planets in a solar system to have to plot out the Route Numbers.

Whenever a Rocket Ship arrives at a Solar System it does so at the Main Planet, or another planet if known to the character, and may remain in space, or land on the current Planet. From their current location a Rocket Ship may travel to the other planets in the solar system.

Note that the Route Numbers, while known to the Space Master, are always unknown to player characters unless they have obtained the data, or discovered it for themselves.

In the above chart the Sun and Planetary Gas Giants are not shown as destinations which may be entered into a navigation computer, safety features prevent it.

A Space Master may at any time change an RN as things are always moving in space!

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Example of Solar System Travel – Determining the RNTo find the Route Number (RN) to another planet (Fiklis) locate the row containing the Key of the current location, e.g. Key 2 Incinerus, move right in this row until the value under column 9 isfound, the RN for Fiklis is RN4.

Asteroids, Moons & PlanetsScience Fantasy Asteroids, Moons and Planets are the places where dungeons and ruins may be found, as well as strange aliens, barbarians, and civilizations. Therefore, rubber science rules apply! Insofar as characters are concerned they may normally set foot on and breathe the air of strange moons and planets without any issue. This premise is essential to the game!

Example of an Asteroid, Moon or Planet KeyMap or Chart Key: 9 Gravity Number (GN) 7

Name: Fiklis Atmosphere: Externally None, Interior Yes

Type: Planet

Fiklis has no real atmosphere so Space Suits must be worn. In outward appearance this is a dead world. The planet is frozen so distant is it from the sun, but within Fiklis is a warm hospitable hollow world of fantastic creatures and forgotten ruins of the Ancients where the air isbreathable.

There is an ancient airlock which will automatically grapple and dock ships that approach near to it, landing is GN9 at this location only. When a ship “lands” the airlock grapples the rocket ship, draws it within the planet, and guides it to a landing pad. Blast Off is also GN9 at this location and the process is reversed.

AsteroidsAsteroids do not have an atmosphere, a space suit must be worn to protect characters from the vacuum of space.

MoonsMoons may sometimes have an atmosphere. If they do not, or the atmosphere is inhospitable, aspace suit must be worn for protection. Following the premise of our science fantasy principles, a moon with an atmosphere is one that is typically breathable.

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PlanetsPlanets nearly always have breathable atmospheres. Occasionally there may be an inhospitableplanet where the air cannot be breathed thus requiring the player characters to wear space suits

Seldom will a planet have gravity that is so great no ship which ever lands there may leave it. In this event the gravity is so unbearable no character may endure it, they perish. Such inhospitable planets should be a rarity for that would end the fun. Players should be warned by the Space Master that to land on such a planet is to face certain death. Characters which land their ships on these planets are removed from play.

Asteroid, Moon & Planet GravityAsteroids, Moons, and Planets have a Gravity Numbers (GNs) rated from 9 through 2. The Gravity affects Landing and Blast Off, character movement, and how much a character may carry. The Space Master may assign gravity as they see fit.

Note - Planets which have unbearable gravity do not fall within this scale.

GravityNumber

Type Weight in Coins which may be carried

9-7 Asteroid Moon Planet Deduct the weight of 400 coins from encumbrance.

6-5 - Moon Planet Normal

4-2 - - Planet Add the weight of 400 coins to encumbrance.

The weight of coins has a direct effect on movement per known rules.

Space Fantasy Spells

First Level Magicuser And Elf SpellsChart Star Range: Personal

Duration: 1 round

With this spell the Magicuser discovers the ordinary Route Number to a visible star.

Spacewalk Range: 0

Duration: 6 Turns +1 Turn per level.

With this spell the Magicuser may, or another character they touch, exit the Rocket Ship without a space suit, and they are protected from the effects of vacuum. They are able to breathe. They are also tethered to the ship by an invisible unbreakable cord 120’ long.

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Stasis Range: 0

Duration: 6 Turns +1 Turn per level.

With this spell the Magicuser may, or another character they touch, temporarily enter a state of stasis, or preservation. While in stasis the character does not age, requires little breath, and the progress of poisons and even death is deferred until the duration of the spell has elapsed. The character may take no action until the duration of the spell has elapsed.

Second Level Magicuser And Elf SpellsHyperspace Range: Rocket Ship

Duration: 1 round

With this spell the Magicuser can open a portal which allows a Rocket Ship to enter and traverse Hyperspace using a Rocket Motor instead of a Hyperdrive.

Sway Simpler Minds Range: 3”

Duration: 1 round

With this spell the spell caster influences those with an INT of 9 or lower. A routine suggestion isundetectably made by the spellcaster to influence the actions of an intelligent non-player character. The recipient must be able to understand the spell caster and the routine suggestion must fall within the scope of the subjects ordinary grant or deny behaviour or it will have no effect.

Example of use:

A Wizard and his companions wish to enter a city ruled by a despot. They must successfully bluff their way past some guards at the gate. When they approach the gate the guards routinely stop those seeking entry to ask them questions but today they have been warned to expect troublemakers, it might have nothing or everything to do with the player characters, “State your business here,” asks the leader of the guards firmly.

The Wizard knows that to successfully enter the city the guards must be deceived or they will not be allowed in and so casts the spell, “We’re just here to buy provisions,” [They can go about their business.] The Guard has an INT equal to or lower than 9 so the spell causes the guard to admit them to the city as a matter of routine.

Were the spell to fail the Space Master would then have to make a determination as to whether the characters elevate the Guard’s suspicions in any way and what if any actionthe guards might then take. Bear in mind the spell is always undetectable. The characters might still be admitted to the city, denied entry, or arrested and imprisoned on the spot.

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First Level Cleric SpellsFortunate Travel Range: Rocket Ship

Duration: 1 trip

With this spell the Cleric increases a Route Number by 1 point, e.g. an RN of 5 + 1 = RN 6. No Route Number may be improved beyond RN 9.

Ultraspace Range: Rocket Ship

Duration: 1 round

With this spell the Cleric can open a portal which allows a Rocket Ship to enter and traverse Ultraspace using a Rocket Motor instead of a Hyperdrive.

Protection from Radiation Range: 0

Duration: 12 Turns

This spell circles the cleric, or another character they touch, with a barrier that protects them from Radiation Damage. This barrier will move with the recipient of the spell.

Combat in N-SpaceSpace combat is intentionally abstract and does not plot the exact positions of objects in space but follows the same methodology as normal Turn and Combat Sequence of known rules with the following notations. There is no need to check for the encounter distance as it is not used.

During the round either party may make a roll vs. EN and escape if they wish to leave the combat. Refer to a Combat Sequence, in the Movement segment ships are granted an opportunity to escape, refer to the Escape Number. A Player's Character at the Helm may fly theship and escape by successfully rolling their Check Number or better.

The Character flying the Rocket Ship may use one of the three following escape strategies to modify their Check Roll, Outrun, Normal, or Evasion.

● Outrun, add +5% [+1] to the Dice Roll, add +1 to AC.

● Normal, no modifier for either the Dice Roll or AC.

● Evasion, subtract -5% [-1] from the Dice Roll, deduct -1 from AC.

Note – As a result of the Check Roll, AC may not be increased beyond 9, or reduced below -3.

When the Check Roll is successful a ship escapes and a combat round is ended. Failure of the Check Roll indicates that the ship has failed to escape. Missile Fire Combat then takes place. Player Characters operate a ship's cannon or grapple and make attacks.

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d100 Test Table

Character’s LevelOperator of the Ship’s

Cannon or Grapple

Ship’s Armour Class

9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal Man 51 56 61 66 71 76 81 86 91 96 96 96 96

1st to 3rd 46 51 56 61 66 71 76 81 86 91 96 96 96

4th + Higher 36 41 46 51 56 61 66 76 81 86 91 96 96

Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.

d100 to d20 Conversion Table

d100 01 06 11 16 21 26 31 36 41 46

d20 1 2 3 4 5 6 7 8 9 10

d100 51 56 61 66 71 76 81 86 91 96

d20 11 12 13 14 15 16 17 18 19 20

Applying Damage to ShipsWhen a ship is struck the attacker rolls for damage using the dice appropriate to the class of their ship. The hit points are deducted from the defenders, and the defender’s ship may be boarded and captured when its hit points are reduced to zero. When a defender’s ship is reduced to 0 hit points it may no longer move or attack.

Boarding ShipsA ship with 0 Hit Points may be boarded by the victor, man-to-man melee may then take place per known rules using a man-to-man 10’ scale map of the interior of the two ships. The damaged ship must first be grappled successfully, before boarding may take place. The ships are then joined by an airlock. It takes 1 Turn to successfully mate the airlocks.

Searching for ShipsAn undiscovered ship, or one that has escaped, may be searched for with a Rocket Ship’s Periscope. An escaped ship may be found as long as they remain at the Map Destination wherean encounter has previously taken place. Such a ship may “hide” somewhere out of view, such as in gas clouds, among space junk, behind asteroids, etc., if such distractions are available. A ship may even land in a crater or elsewhere. On their Turn Players may “search” their current Map Destination with a functional Rocket Ship’s periscope. A dice roll of 1, d6, means a

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previously unknown or escaped ship has been spotted and a round of combat may begin again. Other dice types may be substituted by the Space Master, d4, d8, or d12, to vary the chance of discovery. In some cases a search may be impossible.

Escaping Combat by Entering HyperspaceSuccessfully using a Hyperdrive during a movement phase always ends a combat. A Rocket Ship cannot be searched for and found while in Hyperspace or Ultraspace. It may however be possible to guess a fleeing ship’s Destination.

Hazards in SpaceA Character pilots a ship through space using the Rocket Ships Helm and when a Hazard is encountered in space a Player or Space Master must roll equal to or better than the Hazard’s Escape Number to avoid it.

Space Hazardsd12 Hazard Escape Number Dungeon? Notes

1 Asteroid 6 Possible Dungeon Landing may take place using the GN.

2 Asteroid Field 4 Possible Dungeon in one or more asteroids

3 Comet 3

4 Meteoroids 5

5 Micro Black Hole 2

6 Radiation Storm 3

7 Rogue Moon 7 Possible Dungeon Landing may take place using the GN.

8 Rogue Planet 6 Possible Dungeon Landing may take place using the GN.

9 Satellite 6

10 Space Junk 7 Possible Dungeon if large enough

11 Space Mine 4 .

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d12 Hazard Escape Number Dungeon? Notes

12 Web Terrors 5 Refer to the Monster

AsteroidsAsteroids are dangerous objects floating in the void of space. They are dark. If they are not successfully avoided by a pilot a rocket ship is required to make a forced landing vs. the Asteroid’s GN, 9 through 2.

Asteroids may contain Dungeons, the wreckage of ships, treasures, or be populated by horrible space monsters, etc.

Asteroid FieldsAsteroid Fields are regions of space containing multiple Asteroids. They are much harder to avoid than a single Asteroid. If they are not successfully avoided by a pilot a rocket ship is required to make a forced landing on an Asteroid vs. the Asteroid’s GN, 9 through 2.

CometComets have a trail of debris in their wake and it is this debris rather than the comet itself which must be avoided. If not avoided the debris smashes against the ship hull causing 1d6 damage, 1d4 systems must make a Saving Throw or become inoperative.

MeteoroidsMeteoroids blast the hull of a ship causing damage. If not avoided they smash against the ship hull causing 1d6 damage and a check for 1 system must make a Saving Throw or become inoperative. Meteoroids may also smash windows.

Micro Black HoleMicro Black Holes have gravity and weigh the same as an asteroid or moon yet they are as small as the head of a pin. They cause 1d6 damage to a ship, 1d4 systems must make a SavingThrow or become inoperative., and injure the crew causing 1d4 points of damage, if not avoided.

Radiation StormRadiation Storms, 1d4 systems must make a Saving Throw or become inoperative, and the crew must each make a Saving Throw vs. radiation which causes 1d6 points of damage, if not successfully avoided.

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Rogue MoonA Rogue Moon is one that has been cast into the void of space and is now drifting. If they are not successfully avoided by a pilot a rocket ship is required to make a forced landing vs. the Rogue Moon’s GN, 9 through 2.

A Rogue Moon may have wrecked rocket ships, abandoned moon bases, dungeons, or be populated by terrifying space monsters.

Rogue Moons may be captured by the gravity of a planet if the Space Master wishes it and become a location for continuing adventures. Otherwise they drift onward and out of the solar system. They are a great location for temporary adventures.

Rogue PlanetIf they are not successfully avoided by a pilot a rocket ship is required to make a forced landing vs. the Rogue Planet’s GN, 9 through 2.

A Rogue Planet, similar to a Rogue Moon, is one which has been cast into the void of space and is now drifting. Now frozen and dead, usually, the Rogue Planet is without an atmosphere. Itmay once have borne civilizations etc.

Rogue Planets may be captured by the gravity of a sun if the Space Master wishes it and become a location for continuing adventures. Possibly it will thaw and come back to life. Otherwise they drift onward and out of the solar system. They are a great location for temporaryadventures.

SatelliteA satellite drifting through space. It may be recovered using a ship’s grapple and its data downloaded by a Robot. The satellite may contain a map showing the location of a dungeon or other information. If not avoided it smashes against the ship hull causing 1d6 damage and 1 system must make a Saving Throw or become inoperative.. If the satellite smashes its data cannot be recovered.

Space JunkSpace is filled with bits of cast off material. If not avoided the space junk smashes against the ship hull causing 1d6 damage and 1 system must make a Saving Throw or become inoperative.

Space MineA product of space wars these deadly mines drift through space. If not avoided the Space Mine detonates causing 1d6 ship damage, 1d6 systems must make a Saving Throw or become inoperative, and the mine injures the crew causing 1d6 points of damage. The really nasty space mines are invisible.

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Sometimes space mines are used in fields surrounding strategically important areas in space. They are guardians that never sleep. A password or key, if known, may be sent via the Tele-Radio to grant passage through the mine field.

A space mine may be disabled with a Check Roll vs. its Test Number as assigned by the Space Master, 9 through 2, during a space walk. Failure to disarm the mine means it explodes causing 4d6 damage to nearby characters which may be halved with a successful Saving Throw vs. Blast. A deactivated space mine may be recovered with a ship’s grapple.

Ship Damage and RepairLike Characters, ships recover Hit Points each day as they are “repaired” by its crew. 2d6 Turns must be devoted to repair activity or no Hit Points are regained.

A Cleric may also restore a ship’s Hit Points using their powers.

Repairing Systems and GadgetsThe future is filled with wondrous gadgetry all of which needs to be repaired when it is damagedor breaks down. A Gadget is an individual item. A System is just a Gadget that is a component of a larger item such as a Rocket Ship or Robot.

When Character's repair a Gadget or System they are restoring it to working order. A successfulCheck Roll is required to repair a Gadget and Parts may sometimes be required as a precondition of repair, a system or gadget cannot be repaired without a part the Characters do not have.

• It takes 2d6 Turns to elevate an Inoperative gadget or system to Damaged status. It is not fully repaired but is in working order albeit a -5% [-1] dice roll modifier applies to its use.

• It takes 2d6 Turns, with parts, to elevate an Inoperative or Damaged gadget or system toRepaired status. A repaired gadget or system is in full working order.

Sabotaging Systems or GadgetsA Character or a Monster may deliberately damage a System or Gadget. The Space Master assigns this a Test Number from 9 through 2. When an attack is successful make a Saving Throw vs. Systems to determine if the system is merely damaged or completely inoperative.

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Rocket Ship TemplateDamage Location Roll

d20Systems Status - Damaged Status - Inoperative

1 Air Supply1,3

2 Airlock/Hatch

3 Artificial Gravity

4 Auto-pilot3

5 Cannon

6 Cargo Space

7 Grapple3

8 Heating and Air Conditioning3

9 Helm3

10 Hull

11 Landing Skids

12 Lighting3

13 Medical Locker3

14 Navigation3

15 Periscope3

16 Provision Locker3

17 Rocket Motor

Hyperdrive2

18 Tele-Radio3

19 WC - Waste Disposal3

20 Windows

Note 1 – The Air Supply System provides unlimited air until it is damaged.

Note 2 – Hyperdrive is only necessary if travel between stars is being used. Record 2 Systems under line 17. When Damage occurs roll between the two systems to determine which one makes a Saving Throw if Hyperdrive is being used.

Note 3 – The System(s) may be salvaged.

Rocket Ship System DamageWhen a ship is attacked and damaged (it loses Hit Points) it's Systems are affected. For each successful attack, regardless of the number of Hit Points lost, roll 1d20 to determine which System is damaged.

• When a system is damaged a -5% [-1] Dice Roll Modifier is then applied to Check Rolls.

• If the system fails a Saving Throw it is inoperative until it is repaired.

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• If a damaged system is rolled a second time it is reduced to an inoperative state until it isrepaired. If an inoperative system is rolled what luck!

Salvaged SystemsInoperative Rocket Ship Systems may be switched out with working systems found in other Rocket Ships, even Derelicts. It takes 6 Turns to salvage a qualifying system from another Rocket Ship. A successful Saving Throw halves the salvage time.

• Note - Not all systems may be salvaged, refer to the Repair of Rocket Ship Systems Table.

Ideally a non-damaged system may be found and salvaged. In a pinch a Damaged system may be salvaged to replace an inoperative one. An inoperative system may be raised to a Damaged state and then salvaged. Damaged Systems from salvage continue to work but remain Damaged.

Repair of Rocket Ship SystemsAn inoperative system may be raised to a damaged state but a damaged system typically cannot be repaired to full working order in space. The full repair of a system may require a dockyard, and/or parts. A dockyard may be located in space at a space station or at a physical location such as an asteroid, moon, or planet. The following table gives the location where the system may be repaired and its cost. It is presumed in these rules that Player Characters are always able to make their own repairs. Such work may be farmed out to repair workers at additional cost. Note that Players may ad-hoc salvage some systems and replace damaged or inoperative ones to obtain better functionality without recourse to a dockyard. The information for salvaging systems is presented in another table.

System Location Maintenance Cost(gp)

Workers (gp) Time to CompleteRepair

Air Supply1 Any 100 150 3 Days

Airlock/Hatch Any 250 125 6 Turns

Artificial Gravity Dockyard 500 1000 6 Days

Auto-pilot Any 250 125 6 Turns

Cannon Dockyard 1000 1500 3 Days

Cargo Space Dockyard 250 125 6 Days

Grapple Any 250 125 6 Turns

Heating and Air Conditioning

Any 100 150 3 Days

Helm Any 250 125 6 Turns

Hull Dockyard 1000 1500 6 Days

Landing Skids Dockyard 1000 1500 6 Days

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System Location Maintenance Cost(gp)

Workers (gp) Time to CompleteRepair

Lighting Any 250 125 6 Turns

Medical Locker Dockyard 500 1000 6 Days

Navigation Any 250 125 6 Turns

Periscope Any 250 125 6 Turns

Provision Locker Dockyard 500 1000 6 Days

Rocket Motor Dockyard 1500 3000 6 Days

Hyperdrive2 Dockyard 3000 6000 6 Days

Tele-Radio Any 250 125 6 Turns

WC - Waste Disposal Any 250 125 6 Turns

Windows Any 250 125 6 Turns

Rocket Ship Systems

Air SupplyThe Air Supply system pressurizes the ship. Any internal space may be re-pressurized in 1 Turn so long as the system is functioning. If it is damaged this process takes 6 Turns. If it is “inoperative” it is considered to be working in fail-safe mode, internal spaces may be re-pressurized in 12 Turns and space suit tanks may be re-filled in 6 Turns. A character without air, assuming they need air to breathe, suffers 1d6 damage per Turn.

Airlock/HatchThe Airlock takes one Turn to pressurize or depressurize to the vacuum of space. To protect those inside the airlock of the Rocket Ship has a safety feature, it will not open its outer door if the inner door is not closed. The reverse is also true.

If an Airlock/Hatch is damaged it is considered a stuck door and may be forced open per known rules. It cannot be pressurized or depressurized. The Airlock/Hatch may be opened with a roll of1-2 d6. Note that it remains stuck open and closing it requires a similar dice roll. A damaged Airlock/Hatch which is opened in the vacuum of space empties the internal ship spaces of air.

If an Airlock/Hatch is inoperative it cannot be opened without making repairs.

Venting atmosphere from inside the ship through a hatch will cause a deviation from its plotted course granting the Space Master an opportunity to check for a space hazard.

Artificial GravityThe deck of the cabin is lined with Trillium and can create limited near-terrestrial artificial gravity for the comfort of the crew. This field is sufficient only for the crew spaces and not the cargo

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space. It has an on-off switch located on the wall of the cabin but the system which creates the Artificial Gravity field is accessible only from outside the ship beneath a service plate on the hull.

If damaged movement within the ship is decreased by one point due to the reduced gravity.

If inoperative movement is reduced per the following table:

Character Encumbrance Normal Move (Per Turn) Encounter or CombatMovement

Running Movement

zero gravity 60’ 20’/round 60‘/round

Auto-pilotThe Auto-pilot can only be used in space after Blast Off. If set properly the Rocket Ship will travel to it's destination without intervention from a pilot but it does not make a landing. It is automatically disengaged when the ship reaches its destination or if space hazards are detectedand in either case an alarm is sounded. The Auto-pilot requires a Check Roll vs. the Route Number to set it properly.

• Hyperspace or Ultraspace may not normally be entered without a functioning Auto-pilot. A Magic User may open a portal to Hyperspace. A Cleric may open a portal to Ultraspace.

CannonThe Rocket Ship Cannon is primarily used to inflict damage on enemy vessels. The cannon causes damage to a Rocket Ship when it strikes. A cannon may however be used to attack targets other than ships. It may be used as an area weapon to bombard a planet, moon, or asteroid. Bombardment affects a 5” x 5” x 5” cube. A cannon cannot be used to target and attack individual characters or monsters.

Characters on the surface are injured but may halve the damage with a successful Saving Throw vs. Blast. Those below ground level, deeper than 5” are unaffected by bombardment.

Cannon Bombardment Attack Numbers

Target Type Armour Class

Asteroid, surface of 9 through 2

Satellite 7

Space Junk 9

Space Mine, visible only 5 through 2

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Cargo SpaceThe cargo space may hold items per the encumbrance of the Ship. It is not pressurized. If it is damaged cargo may be spoiled or lost. The cargo hold is an interior space of the ship and access to it is granted via an internal personnel hatch, and a larger external cargo hatch. Neither of the Cargo space hatches have an airlock.

GrappleThe Grapple is a mechanical device, a powerful electromagnetic claw at the end of a 100 foot flexible cable, which can be used to retrieve objects, and clamp to a ship's hull for boarding. Thegrapple is stored in a closed compartment within the ship and operated by a set of controls in front of a porthole on one side of the ship. A Check Roll is required to successfully use the Grapple vs. a target’s AC.

The Grapple can also be used to grip and damage items with its claw. If used for this purpose the Grapple causes damage with each successful attack vs. a target’s AC.

A disabled ship successfully caught by the Grapple may be pulled close and boarded.

Time to Grapple

Item to be Grappled Time to Grapple

Asteroid 2 Turns

Character or Monster 1 Round

Ship 2 Turns

Space Mine 1 Turn

Heating and Air ConditioningThe Heating and Air Conditioning system keeps the cabin at a pleasant temperature despite the cold and heat of space or planet.

If the system is damaged characters actions are impacted by unpleasant conditions, too hot or too cold and a -5% [-1] Dice Roll modifier is applied to all check rolls.

If inoperative characters endure the above and 1d2 injury every sixth Turn.

HelmThe Helm Console has the only seat in the spartan accommodations of the Rocket Ship. The Helm is used to steer the Rocket Ship and must be manned whenever the Auto-pilot is not engaged. If it is not manned or the autopilot is not engaged the ship will drift off course and the Space Master may check for Hazards.

A Check Roll must be made whenever:

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• The Rocket Ship Blasts Off, or

• The Rocket Ship is Landed, or

• A different Character takes the Helm, or

• To avoid Hazards.

If the Helm is damaged a -5% [-1] Dice Roll Modifier is applied to Check Rolls. If Inoperative the Rocket Ship will drift off course granting the Space Master an opportunity to make a check roll for a Space Hazard. There will be a 1-3 d6 chance per Turn of a Space Hazard for each round that the Helm is inoperative. The Hazard will arrive in 2-12 (2d6) Turns.

Consequences of Failing the Helm Check Roll:

• Failing a Rocket Ship Blast Off or Landing damages a ship system.

• Drifting off course requires the Space Master to check for Space Hazards.

• Space Hazards, if not avoided, will damage the ship and may even injure Characters on board the ship.

HullThe Hull of the Rocket Ship is stronger than steel to resist the rigors of space travel. The RocketShip is capable of leaving the earth and traveling through space to other planets due to the inclusion of Trillium in its structure, thus countering what would otherwise be the great burden ofits own weight, cargo, and passengers. For all its strengths the hull can be damaged by Space Hazards. Failing a Helm Check Roll may result in damage to the Hull.

If the ship lands in water it is designed to stay upright and will remain afloat as long as it is watertight. However a damaged Hull will begin to fill with water and cause the Rocket Ship to sink.

Note that only if a window or hatch are open will the passenger compartment fill with water.

A leaking Rocket Ship Hull will fill with water in 2d6 Turns and sink.

HyperdriveHyperdrive is used to travel between stars. The Route Number is the number of days it takes to travel between stars. If a Hyperdrive is inactive travel between stars may not take place. The Hyperdrive requires no fuel. The Hyperdrive is not accessible from inside the cabin, service plates on the outside of the hull must be removed to access it.

Landing SkidsThe Rocket Ship can be set down on its skids in almost any reasonably flat terrain. If the Landing Skids are damaged a Ship may suffer system damage as a result of the landing if a

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randomly selected system fails a Saving Throw vs. the Gravity Number. If the Landing Skids areinoperative one system is automatically rendered inoperative as a result of the landing.

LightingIf damaged the lighting dims filling the interior of a Rocket Ship with shadow and unlit spaces.

If inoperative the only ambient light will come from outside the ship or active system monitor lights.

Medical LockerA Medical Locker may heal the injuries of a single Character once per day in 2d6 Turns similar to the spell Cure Light Wounds.

The Medical Locker will heal 2-7 points (1d6+1) of damage done to any living creature (character or monster) placed upon its diagnostic bed. The Medical Locker may also be used to cure paralysis, but will not then cure any points of damage. The medical locker may not increase a character or monster’s hit point total to more than the normal amount.

If damaged only 2-5 points (1d4+1) of damage may be restored. If inoperative it causes 2-7 points (1d6+1) of damage instead of healing.

NavigationSpace is three dimensional, but for simplicity space Maps are represented in two dimensions, planets are joined by lines, and are marked with Route Numbers. If the Navigation System is inoperative the space maps are not displayed and any destinations known to the characters may be manually plotted only with great difficulty at a Route Number of 0.

The Navigation System gives a visual flashing and audible alarm when a Hazard is encounteredunless it is inoperative.

Provision LockerThe Provision Locker creates unappetizing rations for up to 6 passengers per day. If damaged itproduces ½ the usual rations. If inoperative it produces nothing.

Tele-RadioThe Rocket Ship Tele-Radio is a transmitter and receiver which the crew of the Rocket Ship may use for communication in Normal Space. It can transmit to adjacent map destinations from the ship. It is notoriously difficult to use and requires a Check Roll vs. the Route Number to communicate successfully.

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PeriscopeThe ship has a periscope with telescopic features and it is used to view the vessels surroundings when the windows are closed for protection. It cannot be used however to view anything under the ship.

The periscope is used to pilot the ship, navigate, and aim the cannon when the ship’s windows are closed. If it is damaged, and the window shutters are closed, apply a -5% [-1] Dice Roll Modifier to these activities.

Rocket MotorThe Rocket Ship's single power plant is used both for thrust, maneuvering, and powering all of the various ships systems. The Rocket Motor provides the necessary thrust to escape from the gravity of a planet. It requires no fuel. The Route Number is the number of hours it takes to travel between destinations within a Solar System. The Rocket Motor is not accessible from inside the cabin, service plates on the outside of the hull must be removed to access it.

If the Rocket Motor is damaged apply a -5% [-1] Dice Roll Modifier to Landings and Take-offs vs.the Asteroid-Moon-Planet Gravity Number 9 through 2.

If the Rocket Motor is inoperative a Rocket Ship drifts in space, cannot land, and cannot Blast Off.

However, note that even when the Rocket Motor is inoperative and unable to propel the ship essential systems still function; it's design is such that even in an inoperative state it keeps the Tele-Radio, Air Supply, and Heating and Air Conditioning running thus offering the Rocket Ship'spassengers a chance of survival.

WindowsAt the Rocket Ship's front are windows which are protected by retractable shields closed when entering the atmosphere of a planet. There are smaller portholes which are similarly protected at the sides of the hull. An override window push-button shield control is located at the helm which when the helm is functioning opens or closes all window shields in one round. The windows and portholes each have their own push-button controls and manual cranks. If the shipis without power the windows may be closed manually by a hand crank in three rounds.

Damage from space junk or meteoroids risks catastrophic failure if the shields are currently open. A System Saving Throw is required to determine if there is a catastrophic failure. A brokenwindow results in a sudden loss of cabin pressure and exposes the crew to vacuum. The shield may be closed to end the venting of the atmosphere. Characters in the same square or an adjacent square must make a saving throw vs. Vacuum of Space to avoid being sucked out into space.

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Venting atmosphere from inside the ship through a window will cause a deviation from its plottedcourse granting the Space Master an opportunity to check for a space hazard.

WC - Waste DisposalThe Rocket Ship has a Waste Disposal System in an enclosed closet complete with sanitizer. The WC is designed to function even in zero gravity. Waste is destroyed by a ray. If damaged the WC may only be used once per day.

Space SuitsOutside of the Rocket Ship there is of course no atmosphere in space or upon the surface of a typical asteroid or moon. Space is a vacuum harmful to characters not wearing a space suit. Vacuum, Heat (treat as Fire), and Cold would cause 1d6 Damage per round if Space Suits werenot worn. A Space Suit might be best described as “bulky” in appearance. Movement is slowed while wearing a Space-suit.

Character Encumbrance Normal Move (Per Turn) Encounter or CombatMovement

Running Movement

801—1600 coins OR AnySpace Suit and carrying

treasure

60’ 20’/round 60‘/round

Space Suit ACSpace-suits have Armour Class.

• Note that a Character may not wear Armour and a Space Suit.

Space Suit AC, Cost, & Weight

Item AC Cost in gp Weight in Coins

Space Suit 71 7 40 200

Space Suit 52 5 80 400

Space Suit 32 3 120 500

Note 1 – Space Suit 7 is usable by all Characters.

Note 2 – Space Suits 5 and 3 are not usable by Magic User’s and Thieves.

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Space Suit Life SupportWhile a Space Suit protects its wearer from the cold, heat, and vacuum they do not protect the wearer from radiation. If submerged a Space Suit does not leak but it is not a diving suit. A Space Suit has sufficient air for 12 hours held in four air tanks carried on the wearer’s back, 3 hours per tank. The air tanks can be refilled at a Rocket Ship by connecting the tanks to either internal or external fill nozzles. In an emergency a Space Suit air supply may be shared with one other suit at double the rate of consumption. There is only one such connection per suit.

Space Suit DamageWhen a character wearing a space suit is hit and injured by a weapon their suit is also punctured, each Turn thereafter the suit has not been repaired the character suffers an additional loss of 1 hit point until the hole(s) are patched.

Note that only blunt weapons such as a club, cause injury without puncturing a space suit.

A suit may also be accidentally punctured or torn. A Character may make a System Saving Throw to completely avoid any Tear or Puncture resulting from Movement, or Hazards.

Suit punctures and tears can be sealed with any one of 4 patch kits held in the cargo pockets of every space suit. Sealing punctures or tears takes 1 Turn. Each air supply tank will empty in 3 Turns and all tanks are empty in 12 Turns. With no air a Character suffers 1d6 damage each turn; which is halved if they make a successful saving throw vs. No Air.

HelmetThe helmet of a space suit is partially or fully transparent and equipped at the neck with a Tele-Radio for communication and a gauge which shows the full or empty status of each air tank.

Note - The Tele-Radio has a short range and requires a Check Roll to use it successfully.

Zero Gravity & Space WalksBecause zero gravity may cause Space Sickness, and presents additional difficulty to movement, a Rocket Ship has an artificial gravity system, which if it is functioning, provides normal gravity inside the ship. There is no artificial gravity outside the ship.

In Zero Gravity Characters and objects float regardless of size or weight. Inside a Rocket Ship acharacter can use the inner hull as hand and foot holds to move through the ship. That is they have something to push against to move. A Character may use hand and foot holds to move along the outside hull of a ship but space presents additional risk for outside a ship a character

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that loses contact with the surface of the hull may dangerously drift away from it and be unable to return on their own.

When free floating in zero gravity outside a ship a character might be mere inches away from a ship hull and be unable to reach it or move towards it. Because free floating characters cannot return to the ship on their own for their own safety they must either be tethered to the ship with aline of rope, or themselves wear a Rocket Pack. The rescue of drifting characters might take theform of throwing them a tether, reaching out to them, using a Rocket Pack, or retrieving them with the ship's grapple.

Note – Desperate characters may attempt to vent the air in their suit and use it to propel themselves towards the ship. Assign this a Test Number from 9 to 2 depending on the circumstance.

Magnetic Space BootsSpace boots have magnetic soles and cling to decks and bulkheads in Zero Gravity. However, ifa character is successfully struck in combat in Zero Gravity by any weapon other than a Ray Gun they must make a Saving Throw vs. Zero-G to stay attached or they become detached andfloat.

Space SicknessWhenever Characters experience a sudden shift to Zero Gravity they may initially be affected bySpace Sickness. They must make a saving throw vs. Zero-G or be unable to take any action for 1 round.

Wearing Giant RobotsIf the Space Master permits it Characters may “wear” an oversized Giant Robot but it is not a Space Suit. This kind of Robot causes 1-8 (1d8) damage with its claws. The Robots AC takes precedence over that of the Character even if the Character’s AC is better. A Robot also strikes last in any round regardless of whether or not a Character is operating it.

Encounters in SpaceBesides those Hazards, Ships, and Monsters which are assigned to asteroids, moons, planets, and space routes, characters may encounter hazards, ships, or wandering monsters.

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Space Type Type of Dice to be used Base Frequency of Check Notes

Normal Space, N-Space 1d6 Every 2 Days A result of 1 indicates that the ship encounters a Hazard or a ship-scale Wandering Monster.

Hyperspace, H-Space 1d8 Once per Day of Travel A result of 1 indicates that the ship encounters a Hazard or a ship-scale Wandering Monster.

Ultraspace, U-Space 1d10 Once per Hour of Travel, subjectively experienced asa Day of Travel

A result of 1 indicates that the ship will encounter a Hazard or an Ultraspace Wandering Monster. Ultraspace Wandering Monsters appear inside a ship Traveling in Ultraspace. Such Monsters are possessed by a berserkblood lust and their only goal is to destroy and slay.

How to Determine Space EncountersIn Normal Space, every 2 Days, the Space Master should make a check roll to determine if there is a space encounter. To do so, roll 1d6, a result of 1 indicates that the ship encounters a Hazard, Ship, or Ship-Scale Wandering Monster.

Note – Normal Space may have areas where the Space Master checks for Wandering Monsters every Day, or where a monster will appear when a map destination is reached and a ship exits Hyperspace or Ultraspace and enters N-Space. Conversely there may be areas where encounters are far less frequent, 3 or more Days apart.

Encounters in Hyperspace and Ultraspace are handled similarly but are less frequent as expressed by the change of the encounter chance dice type, d8 for Hyperspace and d10 for Ultraspace.

Hazard, Ship, or Ship Scale Wandering Monster?Hazards, Ships, and Ship Scale Wandering Monsters may be selected by the Space Master or determined at random using the following method. When a Space Encounter is determined the Space Master may choose one of the columns in the table below to weight the encounter and then roll 1d4 to determine the type of encounter:

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d4 Weight Hazard1

Weight Ship

Weight Wandering Monster

1 Hazard Hazard Hazard

2 Hazard Ship Ship

3 Ship Ship Wandering Monster

4 Ship Scale Wandering Monster

Ship Scale Wandering Monster

Ship Scale Wandering Monster

Note 1 – For Hazards refer to the topic Hazards in Space and use the table Space Hazards to determine the type.

The Space Master may want to create special tables for specific areas of space. These might include local hazards, Ship Scale Monsters which live in the area, and any ship traffic which canbe found there. An example would be a map destination where a space station protected by a space mine field. A table for this area of space could have encounters with space faring goblins, their patrol ships and perhaps a chance of running into some weird Ship Scale Space Monster.

Note - Wandering Monsters may appear more often if the party is far from secretive, but should not be frequent if the party quietly spends a long time in one out-of-the-way place.

Encounter Tables

Space Hazardsd12 Dice Roll Space Hazard Notes

1 Asteroid May contain dungeon

2 Derelict Rocket Ship Refer to the Rocket Ship Encounters Table to determine type

3 Meteoroids Causes damage if not avoided

4 Micro Black Hole Causes damage if not avoided

5 Radiation Storm Causes injury to characters, damages systems

6 Rocket Ship Refer to the Rocket Ship Encounters Table to determine type

7 Rogue Moon May contain dungeon

8 Rogue Planet May contain dungeon

9 Satellite Causes damage if not avoided, may contain data

10 Space Junk Causes damage if not avoided

11 Space Mine Causes damage if not avoided

12 Ship Scale Space Monster

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Rocket Ship SubtypesThe following table may be used to broaden the type of Rocket Ship encountered. Ships may contain Characters and/or Monsters. Derelict ships of any type may contain wandering monsters.

d12 Dice Roll Types of Rocket Ships Notes

1 Generation Ship WM:1, 2, or 3

2 Merchant Ship Merchants

3 Monster Ship WM:1, 2, or 3

4 War Ship Space Patrol, WM:1, 2, or 3

5 Patrol Ship Space Patrol, WM:1, 2, or 3

6 Pirate Ship Pirates, WM:1, 2, or 3

7 Plague Ship WM:1, 2, or 3

8 Sleep Ship WM:1, 2, or 3

9 Smuggler Ship Smuggler, WM:1, 2, or 3

10 Space Mine

11 Unmanned Cargo Ship WM:1, 2, or 3

12 Escape Pod WM:1, 2, or 3

WM:1 means Wandering Monster Level 1, (refer to tables in known rules)

WM:2 means Wandering Monster Level 2, (refer to tables in known rules)

WM:3 means Wandering Monster Level 3, (refer to tables in known rules)

Space Fantasy Wandering MonstersThe following table may be used in addition to and according to known rules to allocate Wandering Monsters.

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d12 Dice Roll Wandering MonsterLevel 1

Wandering MonsterLevel 2

Wandering MonsterLevel 3

1 Cadaverites Cadaverites Blobs

2 Energy Leeches Caliban Caliban

3 Gummy Men Creepy Crawlies Creepy Crawlies

4 Little Green Men Independents Giant Brains

5 Selenites Robots Independents

6 Smugglers Shape Shifters Robots

7 Space Patrol Solarians Shape Shifters

8 Space Pirates Space Bugs Solarians

9 Space Soldiers Space Patrol Space Slime

10 WM: 1 Space Pirates WM: 3

11 Y'lech

12 WM: 2

WM:1 means Wandering Monster Level 1, (refer to tables in known rules)

WM:2 means Wandering Monster Level 2, (refer to tables in known rules)

WM:3 means Wandering Monster Level 3, (refer to tables in known rules)

Ultraspace Fantasy Wandering MonstersUltraspace Wandering Monsters appear inside a ship Traveling in Ultraspace. Reter to the topic U-Space Constructs.

Space Fantasy MonstersNote that if variable damage is not used all monster damage is d6. The following statistics are used within the scope of these rules:Armor Class: 9 through 2 No. Appearing: #-# (#-#)

Hit Dice: ½ Hit Point or more Save As: Cleric, Fighter, Magic-User, Thief: #

Move: Typically 60' (20’) Morale: typically 9 or 12

Attacks: 1 Treasure Type: 22 through 26

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Damage: 1-6 or variable dice, + special Alignment: Typically Chaotic or Neutral, but maybe Lawful

BX-Space Treasure TypesThere are 26 numbered treasure types. The following table illustrates Space Treasure Types 22 through 26.

Type 100’s ofCopper

100’s ofSilver

100’s ofElectrum

100’s ofGold

100’s ofPlatinum

Gems &Jewelry

SpaceTreasure

Items

22 25% 1-4 20% 1-4 15% 1-4 10% 1-4 5% 1-6 25% 1-6 25% 2

23 100’s of Copper, 25%1-6

100’s of Silver, 20% 1-4

100’s of Electrum, 15% 1-4

100’s of Gold, 10% 1-4

100’s of Platinum, 5% 1-6

25% 1-6 20% 3

24 Nil Nil Nil Nil Nil Nil 25% 2

25 2-8 coins perindividual

2-8 coins perindividual

Nil Nil Nil Nil Nil

26 2-8 coins perindividual

2-8 coins perindividual

10% 1-4 coins per individual

15% 1-4 coins per individual

Nil Nil Nil

The following table may be used to convert treasure type numbers to letters.

1 2 3 4 5 6 7 8 9 10 11 12 13

A B C D E F G H I J K L M

14 15 16 17 18 19 20 21 22 23 24 25 26

N O P Q R S T U V W X Y Z

BlobsArmor Class: 8 No. Appearing: 1 (0)

Hit Dice: 4‘ Save As: Fighter: 2

Move: 60' (20’) Morale: 12

Attacks: 1 Treasure Type: 24, 26

Damage: 2-8 + special Alignment: Neutral

Blobs are a primitive life form, they live to eat and make more Blobs. These medium-size space monsters are able to propel themselves through N-Space and stick to Ships but they cannot enter Hyperspace or Ultraspace. If a Blob can find a point of entry it can then board the ship and

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attack the crew. The Blob can move through the interior spaces of a ship, sweeping the bulkheads and decks clean of all living and dead material. In the process, they may pick up items they can’t dissolve. Blobs attack any living creature they encounter, inflicting 2d4 points of damage. Each successful hit will paralyze the victim unless a Saving Throw versus Paralysis is made. Any attacks on a paralyzed victim will automatically hit (only a damage roll is needed). This paralysis is the normal type (lasting 2-8 turns unless removed by a Cure Light Wounds spell). A Blob may be harmed by fire, weapons, cold and lightning (electricity).

CadaveritesArmor Class: 8 No. Appearing: 2-8 (4-24)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: 12

Attacks: 1 weapon Treasure Type: 25

Damage: 1-8 or weapon Alignment: Chaotic

Cadaverites are radioactive undead resuscitated in mysterious circumstances. They are immune to the effects of space and vacuum since they are already dead. They are greatly feared because they retain their intelligence and emit radiation in a 3” radius. Radiation is harmful to characters and damages ship systems falling within the radius. As all undead, they may be “Turned” by a cleric just as if they were Zombies but are not affected by sleep or charm spells or any form of mind reading. Cadaverites will always attack on sight, but can be destroyed by normal weapons. They are slow fighters, and always strike last (no initiative roll needed).

CalibanArmor Class: 8 through 4 No. Appearing: 2-8 (4-24)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: 12

Attacks: 1 weapon Treasure Type: 26

Damage: 1-8 or weapon Alignment: Chaotic

The Caliban are chimeric humanoids varying in ichthyosis and appearance. They prefer humid watery worlds which are best suited to their physiology and avoid ice covered or desert planets. Their irregularly scaly hides offer variable armour class protection. Their hands and feet, when they have them, are webbed and they often have claws, tails, tentacles, or other chimeric animal characteristics. Their singularly recognizable facial characteristics are large bulbous eyes, a slit of a mouth that conceals pointed teeth, holes for ears, gills, and catfish like whiskers.The Caliban have 5 distinct sexes necessary for reproduction. They reproduce in clutches of

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eggs which must be protected. The hatchlings are aquatic tadpole like creatures but mature intoamphibious adults.

Beyond the mere fact of the variation of their chaotic appearance their minds do not work in ways that other humanoids find easy to understand and mutual misunderstanding is often a source of conflict. The Caliban are possessed of a mysterious croaking language which other humanoids find difficult to enunciate. Nor are the Caliban themselves proficient linguists. This forces either the use of sign language, writing, or the use of magic in order to communicate with others. The Caliban are typically short tempered to start with and easily frustrated by the lengthsrequired to successfully communicate with others.

The Caliban are skilled space travelers. Until late in the war they alone possessed the secret of Ultraspace travel which proved nearly decisive in the war with the Terrans. One reason the war with the Terrans ended in a truce was that the Terrans were able to occupy strategically important desert planets within Caliban space which were inhospitable to the Caliban and from which they launched decisive attacks. The Caliban found it difficult or impossible to retake theseworlds from the Terrans.

Under the terms of the subsequent peace treaty the desert planets occupied by the Terrans in Caliban Space have now been abandoned. Officially, contact with the Caliban is supposed to belimited to a few planets of commerce in order to provide support services necessary to avert misunderstandings but trade and other contact routinely and unofficially takes place within the regions of Disputed Space.

Constructs, U-SpaceArmor Class: 8 No. Appearing: 2-8 (4-24)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: N/A

Attacks: 1 Treasure Type: Nil

Damage: 2-8 Alignment: Chaotic

U-Space Constructs appear within a ship traveling in Ultraspace. They are hideous creatures of madness, physical chimeras. Such Monsters are the temporary constructs of strange entities disturbed by the passage of a Rocket Ship through Ultraspace. The constructs are entirely without fear and are possessed of a berserk blood lust; they destroy, smash, and slay. They smash any ship systems they can reach. The systems they attack must make a Saving Throw or become inoperative. When a ship returns to N-Space these terrible creatures cannot exist in N-Space and they disappear.

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Creepy CrawliesArmor Class: No. Appearing: 2-8 (4-24)

Hit Dice: 2+2 Save As: Fighter: 1

Move: 120’ (40’) Morale:

Attacks: 1 Treasure Type: Nil

Damage: 1-4 Alignment: Chaotic

Creepy Crawlies are gray coloured nasty little flesh eating caterpillars which swarm and bite. They are immune to vacuum. When gathered in numbers of 4 or more they sing, which causes paralysis unless a Saving Throw versus Paralysis is made. This paralysis is the normal type (lasting 2-8 turns unless removed by a Cure Light Wounds spell). Of course they cannot sing in a vacuum. Creepy Crawlies pupate for a time after feeding, within a rock hard shell, before becoming a Giant Space Moth.

Energy LeechesArmor Class: 7 No. Appearing: 1-10 (3-36)

Hit Dice: 1 Save As: Fighter: 2

Move: 30’ (10’) Morale: 9

Attacks: 1 Treasure Type: 25

Damage: 1-3 Alignment: Neutral

Energy Leeches attach themselves to Gadgets and Rocket Ships and feed on the energy which powers them. When an Energy Leech attacks it attaches itself tightly to the item carrying power. A successful hit means that it has attached itself. Once attached, it will automatically render 1 system inoperative and remain attached for 2d6 Turns while it feeds. The systems affected remain inoperative as long as the leeches are attached. Energy Leeches can attack and bite. Energy Leeches are tough and save as Fighter: 2.

Giant BrainsArmor Class: 9 No. Appearing: 1, +1-10 (3-36) Synthetic

Minions

Hit Dice: 4 Save As: Magic User:

Move: Not Applicable Morale: 9

Attacks: None Treasure Type: 22

Damage: 1-6 Alignment: Chaotic

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Giant Brains are the great thinkers of their civilization and are served by rather mindless Synthetic Minions produced in vats. The Synthetic Minions are are not think encouraged to thinkfor themselves for after all the Giant Brain knows best. In fact the Giant Brains frown on others doing any thinking on their own. The Giant Brain prefers schemes and manipulations and has others do its fighting for it. Giant brains will often have magical and paranormal psychic powers which the Space Master may define as they wish.

Synthetic Minions are not otherwise unlike normal humans (refer to known rules).

Gummy MenArmor Class: 8 No. Appearing: 1-10 (3-36)

Hit Dice: 1 Save As: Fighter: 1

Move: 60' (20’) Morale: 12

Attacks: 1, or Weapon Treasure Type: 26

Damage: 1-6 + Special Alignment: Chaotic

Gummy Men are transparent blob like creatures with a man-like form. They are similar to slimesand oozes in may respects but are intelligent. Gummy Men consume bio-matter in the same manner as a gelatinous cube and possess a similar paralysing touch. Each successful attack paralyzes a victim unless a Saving Throw vs. Paralysis is made; grant a +5% [+1] dice roll modifier to the saving throw. Attacks on a paralyzed victim automatically hit and only a damage roll is needed. Gummy Man paralysis lasts 2-8 turns unless it is removed with a Cure Light Wounds spell.

Gummy Men may squeeze through impossibly small spaces such as cracks as they have no skeleton or chitin to impede their movement. Their movement is significantly slowed (1”) however when performing this activity. Anything they carry within them is left behind when they perform this feat if it cannot pass through the gap. When they attack it is with club-like blows, or they envelop their foe and cause acid damage. Their acid has no effect on metal or stone. Edged weapons and fire cause full damage. Electricity and Cold have no effect upon them.

IndependentsArmor Class: 9 through 2 No. Appearing: 2-8 (4-24)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: 12

Attacks: 1 weapon Treasure Type: 25

Damage: 1-8 or weapon Alignment: Law, Neutral, Chaotic

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The Independents do not fall within the Terran sphere of influence. Some were abandoned by the Terran withdrawal from the Disputed Space Territory, others are political exiles, the latter can’t abide the yoke of the Emperor’s rule.

The Independents are not trusted by the Terrans since they have no allegiance to the Terran state. They also have few protections accorded to Terran citizens under Terran law. The Independents live out their lives in Disputed Space knowing the Terrans may well choose not to aid them should the Caliban or others attack.

The Independent’s have a Code but it is more a guideline than a fixed set of rules.

Little Green MenArmor Class: 6 No. Appearing: 2-8 (6-60)

Hit Dice: 1+1 Save As: Normal Man

Move: 60’ (20’) Morale: 7

Attacks: 1 weapon Treasure Type: 26

Damage: 1-6 or by weapon Alignment: Chaotic

These halfling sized man-like creatures have small bodies and large oversized veined heads with bulbous eyes. They are well suited to darkness and have darkvision, with light causing them to act at a disadvantage, -5% [-1] dice roll modifier.

These aliens wear a one piece green suit with a bubble like helmet which provides the gasses they need in order to breathe because they cannot breathe air alone, they suffocate in 2d4 rounds. The Little Green Men visit other worlds to gather resources and often take what they need without asking. Little Green Men often use disintegrating Ray Guns.

They may inject venom with a touch which typically causes Paralysis but there is a 10% chance for Humans and Halflings it will cause Death instead with a +2 Saving Throw Modifier applied; this is reduced to 5% for Elves. The paralysis caused by the venom is the normal type (lasting 2-8 turns unless removed by a Cure Light Wounds spell).

Robots, NPCArmor Class: 5 No. Appearing: 2-8 (4-24)

Hit Dice: 2 Save As: Dwarf: 1

Move: 90’ (30’) Morale: Not Applicable

Attacks: 1 claw Treasure Type: Nil

Damage: 1-6 or weapon Alignment: Any

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Robots are often used as henchmen by villains. Robots do have an alignment which is consistent with their purpose. While useful, and they only do as they are told, they stupidly follow their limited programming. Robots behave much as Zombies do, accepting simple commands from their masters and performing them.

Robots are not affected by sleep or charm spells or any form of mind reading. They are often placed to guard treasures, since they are tireless guards. A Robot has a 45% chance of detecting a danger within 120', which is decreased by 5% if damaged. Robots will always attackon sight if that is their purpose, but they can be destroyed by normal weapons. They are slow fighters, and always strike last (no initiative roll needed).

NPC Robot SystemsNon Player Robots have systems not unlike a Rocket Ship. When a Robot is damaged a systemmay also be damaged or made inoperative, roll 1d8 to determine which system is damaged, make a Saving Throw for the System, failure means that it is inoperative.

d8 System Damaged Inoperative1

1 Claws -5% [-1] Dice Roll Modifier Without its claws a Robot cannot manipulate objects

2 Danger Sensor -5% Dice Roll Modifier Without its sensor a Robot cannot detect Danger,

3 Data Link -5% [-1] Dice Roll Modifier Data cannot be uploaded ordownloaded.

4 Language (1) The Robot is confused by commands and performs some action other than the one intended but within the scope of its purpose.

Without a language system a Robot cannot communicate. It cannot speak or understand what is said. Without a language system a Robot cannot accept verbal commands. Itmust be able to understandthe character communicating with it to accept a command.

5 Motivator The Robot is confused. -5%[-1] Dice Roll Modifier

The Motivator gives the NPC Robot purpose, without its motivator an NPC Robot cannot take any action. The Motivator will have an alignment consistent with the NPC Robot's purpose.

6 Motor Move Maximum 60‘ (20’) The Robot cannot move.

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d8 System Damaged Inoperative1

7 Radio -5% [-1] Dice Roll Modifier The Robot cannot communicate via Radio

8 Repair Gadgets or Systems -5% [-1] Dice Roll Modifier Unable to Repair a specific Gadget or Rocket Ship System

SelenitesArmor Class: 7 No. Appearing: 3-12 (3-30)

Hit Dice: 1 Save As: Fighter: 1

Move: 60’ (20’) Morale: 12

Attacks: 1 Treasure Type: 25

Damage: 1-6 or weapon, Blast 2d4 Alignment: Chaotic

Selenites are skeleton-like creatures which favour asteroids and moons as their habitation and they are immune to the effects of radiation and the vacuum of space. They are feared because numbers of Selenites, 20% of any group, on first sighting an enemy, will rush their foes 25% of the time and explode themselves with a Blast showering opponents with deadly shards in a 3” radius; causing 2d4 damage to those who fail their saving throw vs. Blast.

Shape ShiftersArmor Class: 7 No. Appearing: 1-8 (1-12)

Hit Dice: 2 +2 Save As: Fighter: 2

Move: 180’ (60’), or by Humanoid Type Morale: 12

Attacks: 1 Treasure Type: 24, 26

Damage: 1-6 or weapon, Gas 2d4 Alignment: Any

Shape Shifters live in floating cities which are suspended in the clouds of Gas Giants. They do not mind the atmosphere, gravity, or pressure of these worlds. They are the only creatures capable of descending to the surface of a Gas Giant and returning unscathed. They may take the form of humanoids at will if they so wish although their true form is that of a 1 x 1 x 1” poisonous gas cloud; those within the cloud must make a Saving Throw vs. Poison to avoid injury. In the form of a gas they are immune to fire and lightning (electricity).

Ship Scale Space MonstersArmor Class: 5 No. Appearing: 1

Hit Dice: 2-5 Save As: Fighter: 5

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Move: N/A Morale: 12

Attacks: 1-3 Treasure Type: 22 or 23

Damage: 1-6 Alignment: Any

These monsters are the size of ships, they feed on space junk, meteoroids, etc., so a Rocket Ship may just be considered as potential food, a rival, or a predator. They have the same specs as ships. They do not really have cannon but cause damage with the same result. The exact nature of a Ship Scale Monster is up to the Space Master to define.

Ship Scale Space Monsters SpecsShip Class AC EN Enc2 Enc

Cargo Space1

Number of HitDice

Cannon

Ship Scale Space Monster

5 5 Variable 4800 coins 2-5 1-3

Note 1 - 10 coins = 1 pound

Note 2 – Enc reflects “crew” but this may extend to mean a monster with a symbiotic relationship such as an Energy Leech, or parasites. These may also attack a Rocket Ship.

SolariansArmor Class: 5 No. Appearing: 1-6 (1-8)

Hit Dice: 3 Save As: Fighter: 3

Move: 90’ (30‘) Morale: 12

Attacks: 1 Treasure Type: 24, 26

Damage: Energy drain Alignment: Chaotic

The Solarians are nearly always solitary ethereal beings who prefer to live on planets close to stars. They are renowned for their philosophy, knowledge, and augury. Some disparage them and call them Demons, but never to their face, for they always exact a telling price for their consultations and it is best to make a careful bargain with a Solarian. When they attack Solarians are greatly feared, as they drain life energy when striking a victim. Each hit drains onelevel of experience or hit dice (refer to known rules).

SmugglersSmugglers may well be just traders with questionable ethics (refer to known rules).

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Space BugsArmor Class: 3 No. Appearing: 1-8 (2-12)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: 8

Attacks: 1 Treasure Type: 25

Damage: 2-8 Alignment: Neutral

Space Bugs are 8’ long beetles with iron hard metal bodies. They commonly live in asteroid fields and they are immune to the effects of vacuum and radiation. They usually feed on the metals found in asteroids but Rocket Ships, being pure metal, are hard to resist. Space Bugs easily detect metal in any form. Swarms of the creatures may fly through space and descend upon ships, tearing them to pieces with their pincers, not from malice, but from hunger. Space Bugs are territorial and will valiantly defend their home asteroid and nest of eggs from intruders.

Space PatrolTerrans founded the Space Patrol and allowed beings from other Terran planets to join it. Members of the Space Patrol must follow an ethical code; they protect Terran citizens and Terran interests, and they report to the Terran Beaurocracy and Emperor. They are mainly normal humans (refer to known rules), but may also be Elves, Dwarves, and Halflings.

Space PiratesSpace Pirates are villainous rogues who rob for profit, they are like bandits (refer to known rules). Pirates usually attack if there is something to be gained.

Space Crab SpidersArmor Class: 7 No. Appearing: 1-4 (1-4)

Hit Dice: 2 Save As: Fighter: 1

Move: 120’ (40’) Morale: 7

Attacks: 1 Treasure Type: Nil

Damage: 2-8 + Poison Alignment: Neutral

Space Crab Spiders are metallic 8’ long giant spiders. They are immune to the vacuum of spaceand are able to fly in zero gravity as well as crawl; clinging to the hulls, decks, and bulkheads of Rocket Ships as well as walls and ceilings. They can cling to the hull of a Rocket Ship and survive Blast Off and Landing.

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Not unlike a chameleon, Space Crab Spiders can change their color to blend into their surroundings and they surprise on a roll of 1-4 (d6). Space Crab Spiders can leap up to 60’ to pounce on their prey. A victim bitten by a crab spider must save vs. Poison or become paralysedin 6 Rounds. However, the victim may add + 2 to the Saving Throw roll.

A Space Crab Spider will lay 1d8 eggs in a paralysed victim which will hatch into parasitical worms 1d8 days later each causing 1d6 Damage when they emerge as diminutive Space Crab Spiders. These diminutive creatures bite for 1 Hit Point but their poison is no less effective than that of an adult. They will eventually mature into full size creatures in 8 months time. Only adultsmay lay eggs.

Space SoldiersSpace Soldiers are fanatical followers of The Leader (a character not unlike a n oble in known rules), an enigmatic and cruel being who is intent on conquering others. Space Soldiers are not human at all but “Synthetics”. The synthetic soldiers are the creation of The Leader who has turned all the science and industry at his disposal to the single minded goal of conquering the galaxy. Convinced of his own mental and physical superiority the Leader is arrogant and disdainful of other beings as are his synthetic Space Soldiers.

Space Soldiers are not otherwise unlike normal humans (refer to known rules).

TerransArmor Class: 9 through 2 No. Appearing: 2-8 (4-24)

Hit Dice: Variable Save As: Fighter: 1

Move: 120’ (40’) Morale: 12

Attacks: 1 weapon Treasure Type: 26

Damage: 1-8 or weapon Alignment: Law, Neutral, Chaotic

Terrans are members of a multi-planet state, a medieval futurism, which is ruled over by an Emperor, and it is mainly composed of Humans, Elves, Dwarves, Halflings, and other intelligent creatures. All citizens of the Terran state are all referred to as Terrans. Noble Titles and Offices in the bureaucracy of the Terran Empire may be acquired by various means only by citizens. The Space Patrol is a Terran Empire creation.

Non-citizens of the Terran Empire are referred to as “Independents” and they are not trusted since they have no allegiance to the Terran state. They also have very limited protection as accorded to Terran citizens under Terran law.

Player characters may be citizens of the Terran Empire or Independents.

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The long violent space war between the Terran Empire and the Caliban has finally ended, but it is an uneasy truce. Neither side truly trusts the other.

The AncientsThe Ancients were a previous intergalactic civilization with origins beyond the Known Galaxy. The wrecks of their space-ships may be found crashed on planets or drifting in space. They came to the worlds of the known galaxy and built outposts, cities and spaceports. All now lay decaying and abandoned, mysteries waiting to be explored.

The Ancients vanished without explanation. What calamity befell them? Disease, disaster, or war, the reason for the abandonment of their ruins is unknown. All that can be said is that the ruins left as monuments to their civilization are terribly old.

The Ancients left no writing, no images of themselves, and one may only guess at their appearance. They did however leave examples of their genius behind in the form of personal force fields and other invaluable artifacts which may be recovered by investigating the ruins.

Web TerrorsWeb Terrors are ship scale monsters with an Escape Number of 5. Web Terrors spin a giant Web Sail to travel through space. These creatures lie in wait at the center of their web, as dark as a black hole, and consuming all that are caught in the web. A ship which fails to escape is caught and automatically suffers damage equivalent to the attack of a cannon each round of combat it fails to escape. Per cannon attacks, ship systems may fail. When a Rocket Ship is reduced to 0 Hit Points it is grappled by the Web Terror and drawn to the center of the web where the creature then boards the ship and devours its crew.

Ship Class AC EN Enc Enc Cargo Space

Number of HitDice

Cannon

Web Terrors 5 5 N/A N/A 3 -

Web TerrorsArmor Class: 5 No. Appearing: 1-6 (1-8)

Hit Dice: 3 Save As: Fighter: 3

Move: 90’ (30‘) Morale: 12

Attacks: 1 Treasure Type: 23

Damage: Energy drain Alignment: Chaotic

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Web Terrors are greatly feared, as they drain life energy when striking a victim. Each hit drains one level of experience or hit dice (refer to known rules).

Y'lechArmor Class: 9 No. Appearing: 1-8 (1-4)

Hit Dice: 2 Save As: Fighter: 2

Move: 120’ (40’) Morale: Not applicable

Attacks: 1, Spores Treasure Type: 25

Damage: 1-6 + special Alignment: Neutral

Y'lech are ambulatory intelligent fungi whose thoughts are calculating and alien. They spread from planet to planet by launching their spores into space. Y’lech can only be killed by fire or disintegration; a torch will only do 1-4 points of damage to it each round. The touch of a Y’lech will eat through wood and leather but does not harm metal or stone. When Y’lech are themselves touched (by a torch, for, example) the touch may cause spores to spray out in a 10’x10’x10’ cloud. There is a 45% chance per hit that the Y’lech will spray this cloud. Anyone caught within the cloud must save vs. Death Ray or choke to death within 6 rounds. 1d4 Y’lech will grow from the corpse in 2d6 Days if it is not destroyed by fire or disintegration.

Space Treasure ItemsIn the Category Space Treasure Items roll d100 on the following tables to determine what they are:

Space Treasure Subtabled100 Space Treasure Subtables

01-20 Roll on a Known Rules d100 Magic Subtable

21-40 Weapon

41-60 Armour

61-80 Gadget

81-90 Data

91-00 Ancient Gadget

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Weapon Subtabled8 Weapon

1 Firearm +1

2 Firearm +1, +2 vs. Monster Type

3 Grenade, Damage +1 vs. Monster Type

4 Grenade, Paralysing +1 vs. Monster Type

5 Magazine, Firearm

6 Ray Gun +1, Paralysis

7 Ray Gun +1, Disintegrating

8 Ray Gun +1, Paralysis & Disintegrating

Armour Subtabled4 Armour

1 AC Force Field

2 Space Suit 3

3 Space Suit 5

4 Space Suit 7

Gadget Subtabled12 Gadget

1 Beamtorch

2 Firearm

3 Goggles, Darkvision

4 Jump Harness

5 Lung, Artificial

6 Packet, Extinguisher

7 Packet, Firestart

8 Perimeter Ward (1)

9 Rocket Pack

10 Rocket Pack Fuel

11 Tele-Radio, Personal

12 Timepiece

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Data Subtabled8 Data (Units of Information)

1 Space Spell: Lvl 1 magic-user/elf spell [any]1

2 Space Spell: Lvl 2 magic-user/elf spells [any]1

3 Space Spell: Lvl 3 magic-user/elf spells [any]1

4 Security Code

5 Space Map with Route Numbers

6 Secret or Unknown Information

7 Bounty

8 Treasure

Note 1 – There is a 25% chance the data is a clerical spell

Ancient Gadget Subtabled8 Ancient Gadget

1 Atomic Glue

2 Booster

3 Brain Jolt

4 Cloak (Rocket Ship System)

5 Perimeter Ward (1)

6 Re-Life

7 Stasis Chamber

8 Whatever You See

Explanation of Space Treasure ItemsSome items are the same as those found in equipment lists, with a bonus. Others may require alittle explanation:

AC Force Field: These are relics of The Ancients. The exact principles which make them work have not been discovered but this does not make them any less useful. They never need to be recharged. The Armour Class Force Field creates a moderately protective barrier of force (AC5) which surrounds a Character when it is worn and activated.

Atomic Glue: This is a relic of the Ancients. Atomic Glue comes in a dispenser containing a single drop of this powerful glue. The glue will permanently join two surfaces together regardless of what they are, except that it will of course not stick to its own dispenser. What the dispenser is made of is a mystery. Two surfaces joined together by Subatomic Glue cannot be parted by any means but the items joined in this way may themselves break.

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Bomb: Bombs are explosive devices which may be used to cause damage. Bombs have a timepiece which may be set in Days, Turns, or Rounds. When the set time elapses the bomb detonates.

Booster: This is a relic of the Ancients. The Booster is a device which has one charge. When applied to a Character it permanently grants special abilities which the Ancients must have considered useful traits in their servants. Wisdom and Intelligence were not traits they valued in their servants it would appear for this relic permanently deducts 1 point of INT and WIS with each use.

Booster Special Abilities

2d4Dice Roll

Special Abilities

2 +1 to Saving Throws vs. Virus

3 +1 to Saving Throws vs. Radiation

4 +1 to Saving Throws vs. Poison

5 +1 to Saving Throws vs. Paralysation

6 +1 to Saving Throws vs. Poison

7 +1 to Saving Throws vs. Radiation

8 +1 to Saving Throws vs. Virus

If the device is used multiple times and the result is the same, increase a +1 value to +2, then +2 to +3. No value may be greater than +3.

Brain Jolt: These are relics of The Ancients. The Brain Jolt grants a +1 increase to the attributes Intelligence or Wisdom but at the price of deducting 1 point of Strength and Constitution. A Brain Jolt has only one charge, that is it may only be used once after which it burns out and may not be repaired.

Cloak (Rocket Ship System): These are relics of The Ancients. The cloak is a device which connects to a Rocket Helm System and permits a rocket ship to become temporarily invisible. If the Rocket Ship Helm, or Rocket Ship Motor are damaged the Rocket Ship cannot be made invisible. There is a chance that a Cloak may become permanently inoperative if the Helm becomes inoperative. Make an additional System Saving Throw for the Cloak and a failure means that it is rendered permanently inoperative.

Re-Life: These are relics of The Ancients. Re-Life is an aid with one charge which when appliedto a character halts the countdown to death and/or the effects of death. Re-Life grants the

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character consciousness and enables them to act much as they normally would for 4 +1d4 Days. That is the character's actions are self determined. The character is un-dead. They need not eat, breathe, etc. The body of the character does not decay but it is obviously an animated corpse.

Note that the Space Master secretly makes the dice roll to determine the duration of Re-Life and is under no obligation to inform the character how long the duration of Re-Life will be. Upon the expiry of the duration of Re-Life any progress to death, state of death, and decay are resumed.

During the duration of Re-Life the character is temporarily granted the same Hit Dice and attack capability as a Zombie, that is they are temporarily granted an alternate HD and d6 based Hit Points, and they attack last in any round. Note that the reduction of Hit Dice affects a character'sspell casting ability potentially resulting in a significant loss of capability if the Character is a highlevel spell caster.

A Character may not be healed or raised from the dead while under the influence of Re-Life. If the character is killed while under the influence of Re-Life they permanently lose 1 point of CONand the charge of Re-Life is used up regardless of any unused time.

Stasis has no effect upon the duration of Re-Life.

Further units of Re-Life may be applied to a dead character but their alignment changes permanently to Chaos and they permanently lose 1 point of CON with each additional application. The resulting Chaotic un-dead Character is then subject to the turning ability of Clerics as if they were a Zombie.

Whatever You See: These are relics of The Ancients. They are two button sized discs which areseparated and placed on the craniums of any two living creatures embed themselves under the skin and grant each character the ability to see whatever the other is viewing at will. If only one character is granted darkvision the other character without that capability can still see whatever it is they behold. No sound is conveyed by the relic nor is there any other communication between them. Characters may write messages which the other can view but the viewer must be able to understand the writing system and read the language.

There is a caveat, the embedded discs attach permanently and may not be removed from a living character by any art currently known without potentially causing the death of said character, a saving throw. vs Death is granted. Once removed, either of the discs may be reused.

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The Known Galaxy Map

The Space Master’s Map of Square 1-1, A Backwater Of The Known Galaxy

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Known Galaxy Map KeyKey Description

A Zulan, a planet of provincial prominence in this backwater of the galaxy.

Asteroid Mine Asteroid Mine, This mining facility extracts Trillium from the asteroids. A tough Independent mining community on the frontier.

B Baboo, a proverbial desert backwater on the border of Terran Empire space.

Beacon 55J An old navigation beacon, pre-war, sends a warning about Hazard 2249, a black hole, stating avoidthe area.

Beacon 55K Caliban Beacon 55K monitors the square for activity.

Beacon 55L A Caliban navigation warning stating avoid the area in harsh croaking words.

C Space Mine Field from the war, planted by the Caliban to deny access through the asteroid field, nasty. They were supposed to be deactivated by the terms of the treaty which ended the war but this seems to have been overlooked, or has it?

Caliban 337 A Caliban colony.

Caliban Asteroid Mine

An Asteroid Mine run by the Caliban, here prisoners are used for the dangerous work.

D Terran Space Station Wolf Iron. It is battered and exchanged hands several times during the war but it still usable. It has been abandoned under the terms of the treaty which ended the war. Under those terms neither Terrans nor Caliban are permitted to set foot there unless a crew is forced to abandon their own ship.

Derelict 11 Derelict 11, the sleep ship Dreamer bound for some colony world, holed and its passengers long deceased remain in their capsules.

Derelict 12 Derelict 12, The merchant ship Colossus, a plague ship, long abandoned, all the crew are deceased and no one dares recover its cargo.

Derelict 13 The Caliban warship 6871 a wreck damaged during the war.

Disputed Space

A territory of space serving as a border between the Terrans and the Caliban. Permanent settlement and occupation by the Terran Empire or the Caliban is forbidden by treaty. Independentshave settled this area and are subject to neither Terran or Caliban law. Independents are not recognized by the peace treaty either.

Dul A watery Caliban colony.

E Zodemus, a cloaked system hidden by the Ancients. Its gravity betrays its presence.

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Key Description

F NAR Penal Facility. Conveniently located outside of Terran jurisdiction and run by Independents this penal facility serves as an oubliette for prisoners paid to be held here. Rumour has it the prisoners are kept as popsicles, in stasis. No one has ever escaped the prison but some have been sold to the Caliban to work in their Asteroid Mine.

Hazard 2249 A black hole

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GlossaryTerm Definition

AC Armour Class, used on the combat tables to determine the to-hit number.

Blaster A Ray Gun with a disintegrating beam that causes damage to living creatures,

EN Escape Number, used to completely avoid a Hazard, or to escape from another Rocket Ship.

GN Gravity Number, the gravity number of an object in space, used most often for Planets to blast off and escape the gravity of a planet or land without damaging aRocket Ship system.

H-Space Hyperspace, a dimension or plane contiguous with Normal Space which if entered, shortens the distance traveled in N-Space to Days instead of years.

N-Space Normal Space, the space in which characters live

SM, Space Master The person who leads the game play, sometimes referred to as a Game Master or Referee.

Stunner A Ray Gun with a stunning beam that paralyses living creatures

TN Test Number, used for General Purpose, 9 representing the least difficult and 2 representing the most difficult.

Trillium Trillium is an extremely rare mineral which counters the effect of gravity.

U-Space Ultraspace, a dimension or plane contiguous with NormalSpace which if entered, shortens the distance traveled in N-Space to Hours instead of years. Each Hour of Travel in Ultraspace is experienced subjectively as a Day.

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OGL

Designation Of Product IdentityThe name “BX-Space” when used in any context, is product identity.

Designation Of Open Game ContentThe text of BX-Space is open game content. The “Backwater of the Known Galaxy Map”, including all place names, is open game content.

Designation of Public Domain ContentAll map symbols are public domain content.

Open Game License Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, includingtranslations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"

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means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of theterms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You havesufficient rights to grant the rights conveyed by this License.

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shallbe reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; AuthorsBill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

BX Space Copyright 2017, G. Bruce MacKenzie. Author G. Bruce MacKenzie.

END OF LICENSE

Copyright 2017, G. Bruce MacKenzie..

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